An Ability Score is one of the six basic value used to calculate your character's modifiers.
The Ability Scores are:
Abjurations protect and ward. They create barriers that keep out attacks, effects, or even certain types of creatures. They also create effects that harm trespassers or banish interlopers.
| Level | 5 |
|---|---|
| Components | Somatic, Verbal |
| Cast Time | |
| Range | Touch |
| Area | |
| Target | 1 creature |
| Save | Fortitude |
| Duration |
Your touch afflicts the target with Abyssal Plague, which siphons fragments of their soul away to empower the Abyss.
The effect is based on the target's Fortitude save.
| Critical Success | The target is unaffected. |
|---|---|
| Success | The target takes 2 Evil damage per spell level, and takes a -2 status penalty to saves against Abyssal Plague for 1 day or until the target contracts it, whichever comes first. |
| Failure | The target is afflicted with Abyssal Plague at stage 1. |
| Critical Failure | The target is afflicted with Abyssal Plague at stage 2. |
Abyssal Plague (disease); Level 9. The target can’t recover from the drained condition from Abyssal plague until the disease is cured. Stage 1 drained 1 (1 day); Stage 2 drained increases by 2 (1 day).
| Attack | This is affected by Multiple Attack Penalty. |
|---|---|
| Chaotic | Chaotic damage harms only lawful creatures. |
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Divine | This spell can be identified using Religion. |
| Evil | Evil damage harms only good creatures. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Occult | This spell can be identified using Occultism. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
| Level | 2 |
|---|---|
| Components | Somatic, Verbal |
| Cast Time | |
| Range | 120 feet |
| Area | |
| Target | 1 creature or object |
| Save | |
| Duration |
You conjure an arrow of acid that continues corroding the target after it hits.
Make a spell attack against the target.
On a hit, you deal 3d8 acid damage plus 1d6 persistent acid damage.
On a critical hit, double the initial damage, but not the persistent damage.
Heightened (+2) The initial damage increases by 2d8, and the persistent acid damage increases by 1d6.
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Attack | This is affected by Multiple Attack Penalty. |
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Primal | This spell can be identified using Nature. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
| Level | 1 |
|---|---|
| Components | Somatic, Verbal |
| Cast Time | |
| Range | 30 feet |
| Area | |
| Target | 1 creature or object |
| Save | |
| Duration |
You splash a glob of acid that splatters creatures and objects alike.
Make a spell attack.
If you hit, you deal 1d6 acid damage plus 1 splash acid damage. On a critical success, the target also takes 1 persistent acid damage.
If heightened, the damage increases as follows.
| Level | Acid Damage | Splash Damage | Persistent Damage |
|---|---|---|---|
| 1 | 1d6 | 1 | 1 |
| 3 | 1d6+your spellcasting ability modifier | 1 | 2 |
| 5 | 2d6+your spellcasting ability modifier | 2 | 3 |
| 7 | 3d6+your spellcasting ability modifier | 3 | 4 |
| 9 | 4d6+your spellcasting ability modifier | 4 | 5 |
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Attack | This is affected by Multiple Attack Penalty. |
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Primal | This spell can be identified using Nature. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
Key Ability Dexterity.
Acrobatics measures your ability to perform tasks requiring coordination and grace.
When you use the Escape basic action, you can use your Acrobatics modifier instead of your unarmed attack modifier.
Actions for this skill:
Feats for this skill:
| Dexterity | Acrobatics | Key ability for this skill. |
|---|---|---|
| Clumsy | Dexterity | Gives status penalty to Dexterity equal to condition value. |
| Frightened | Dexterity | Reduces all checks and DCs. |
| Sickened | Dexterity | Reduces Dexterity by the condition value. |
| Mariner's Curse | Sickened | Can prevent recovering from sickened while curse persists. |
Actions represent the basic things a character can do during their turn.
By default, you can take 3 actions each turn.
Trigger The target of your Foresight spell defends against a hostile creature or other danger.
If the hostile creature or danger forces the target to roll dice (a saving throw, for example), the target rolls twice and uses the higher result, and this spell gains the trait.
If the hostile creature or danger is rolling against the target (an attack roll or skill check, for example), that hostile creature or danger rolls twice and uses the lower result, and this spell gains the trait.
| Actions | Reaction |
|---|---|
| Free Hands | |
| Skill | |
| Defense | |
| Tool | |
| Sub-actions |
Prerequisites Trained in Lore.
Your knowledge has expanded to encompass a new field.
Choose an additional Lore skill subcategory. You become trained in it.
At 3rd, 7th, and 15th levels, you gain an additional skill increase you can apply only to the chosen Lore subcategory.
You can select this feat more than once. Each time you must select a new subcategory of Lore and you gain the additional skill increases to that subcategory for the listed levels.
| Feat Type | Skill |
|---|---|
| Level | 1 |
| Skill | Lore |
| Requirement | T |
Feats with the additive trait allow you to spend actions to add special substances to bombs or elixirs.
The additive trait is always followed by a level, such as additive 2. An additive adds its level to the level of the alchemical item you’re modifying; the result is the new level of the mixture. The mixture’s item level must be no higher than your advanced alchemy level.
You can add only one additive to a single alchemical item, and attempting to add another spoils the item.
You can typically use actions with the additive trait only when you’re creating an infused alchemical item, and some can be used only with the Quick Alchemy action.
Requirements You have Healer’s Tools.
You perform first aid on an adjacent creature that is Dying or bleeding (has Persistent Damage with type "bleed").
If a creature is both dying and bleeding, choose which ailment you’re trying to treat before you roll. You can Administer First Aid again to attempt to remedy the other effect.
| Actions | |
|---|---|
| Free Hands | |
| Skill | Medicine |
| Defense | |
| Tool | Healer's Tools |
| Sub-actions |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
|---|
| Medicine | Administer First Aid | |
|---|---|---|
| Wisdom | Medicine | Key ability for this skill. |
| Frightened | Wisdom | Reduces all checks and DCs. |
| Sickened | Wisdom | Reduces Wisdom by the condition value. |
| Mariner's Curse | Sickened | Can prevent recovering from sickened while curse persists. |
| Stupefied | Wisdom | Gives status penalty of condition value. |
You’re fully immersed in another ancestry’s culture and traditions, whether born into them, earned through rite of passage, or bonded through a deep friendship or romance.
Choose a common Ancestry.
You can select ancestry feats from the ancestry you chose, in addition to your character’s own ancestry, as long as the ancestry feats don’t require any physiological feature that you lack, as determined by the GM.
| Feat Type | General |
|---|---|
| Level | 1 |
During your daily preparations, after producing new infused reagents, you can spend batches of those infused reagents to create infused alchemical items.
You don’t need to attempt a Crafting check to do this, and you ignore both the number of days typically required to create the items and any alchemical reagent requirements.
Your advanced alchemy level is equal to your level.
For each batch of infused reagents you spend, choose an alchemical item of your advanced alchemy level or lower that’s in your formula book, and make a batch of two of that item.
These items have the trait and remain potent for 24 hours or until your next daily preparations, whichever comes first.
| Feature | Frequency | Levels |
|---|---|---|
| Class features | As per class | As per class |
| Ancestry Feat | 1st, then every 4 | 1, 5, 9, 13, 17 |
| Class Feat | 1st, 2nd, then every 2 | 1, 2, 4, 6, 8, 10, 12, 14, 16, 18, 20 |
| General Feats | 3rd, then every 4 | 3, 7, 11, 15, 19 |
| Skill Feats | 2nd, then every 2 | 2, 4, 6, 8, 10, 12, 14, 16, 18, 20 |
| Skill Increase (Expert) | 3rd, 5th | |
| Skill Increase (Master) | 7th, 9th, 11th, 13th | |
| Skill Increase (Legendary) | 15th, 17th, 19th | |
| Ability boost | 5th, then every 5 | 5, 10, 15, 20 |
| Level | Advancement |
|---|---|
| 1 | Basic class features, class Splat, Ancestry Feat, Class Feat |
| 2 | Class Feat, Skill Feat |
| 3 | General Feat, Skill Increase |
| 4 | Class Feat, Skill Feat |
| 5 | Ability boost, Ancestry Feat, Skill Increase |
| 6 | Class Feat, Skill Feat |
| 7 | General Feat, Skill Increase |
| 8 | Class Feat, Skill Feat |
| 9 | Ancestry Feat, Skill Increase |
| 10 | Ability boosts, Class Feat, Skill Feat |
| 11 | General Feat, Skill Increase |
| 12 | Class Feat, Skill Feat |
| 13 | Ancestry Feat, Skill Increase |
| 14 | Class Feat, Skill Feat |
| 15 | Ability boost, General Feat, Skill Increase |
| 16 | Class Feat, Skill Feat |
| 17 | Ancestry Feat, Skill Increase |
| 18 | Class Feat, Skill Feat |
| 19 | General Feat, Skill Increase |
| 20 | Ability boost, Class Feat, Skill Feat |
| Level | Ancestry Feats | Class Feats | General Feats | Skill Feats | Ability Boosts | Skill increases |
|---|---|---|---|---|---|---|
| 1 | 1 | 1 | 0 | 0 | 0 | Starting |
| 2 | 1 | 2 | 0 | 1 | 0 | Starting |
| 3 | 1 | 2 | 1 | 1 | 0 | 1 Expert |
| 4 | 1 | 3 | 1 | 2 | 0 | 1 Expert |
| 5 | 2 | 3 | 1 | 2 | 4 | 2 Expert |
| 6 | 2 | 4 | 1 | 3 | 4 | 2 Expert |
| 7 | 2 | 4 | 2 | 3 | 4 | 2 Expert, 1 Master |
| 8 | 2 | 5 | 2 | 4 | 4 | 2 Expert, 1 Master |
| 9 | 3 | 5 | 2 | 4 | 4 | 2 Expert, 2 Master |
| 10 | 3 | 6 | 2 | 5 | 8 | 2 Expert, 2 Master |
| 11 | 3 | 6 | 3 | 5 | 8 | 2 Expert, 3 Master |
| 12 | 3 | 7 | 3 | 6 | 8 | 2 Expert, 3 Master |
| 13 | 4 | 7 | 3 | 6 | 8 | 2 Expert, 4 Master |
| 14 | 4 | 8 | 3 | 7 | 8 | 2 Expert, 4 Master |
| 15 | 4 | 8 | 4 | 7 | 12 | 2 Expert, 4 Master, 1 Legendary |
| 16 | 4 | 9 | 4 | 8 | 12 | 2 Expert, 4 Master, 1 Legendary |
| 17 | 5 | 9 | 4 | 8 | 12 | 2 Expert, 4 Master, 2 Legendary |
| 18 | 5 | 10 | 4 | 9 | 12 | 2 Expert, 4 Master, 2 Legendary |
| 19 | 5 | 10 | 5 | 9 | 12 | 2 Expert, 4 Master, 3 Legendary |
| 20 | 5 | 11 | 5 | 10 | 16 | 2 Expert, 4 Master, 3 Legendary |
These monitors are the self-styled defenders of reality.
Traditional aeons have dualistic natures and forms, and they hold a dichotomy of interests, though axiomites and inevitables do not.
Aeons other than axiomites and inevitables communicate via a strange telepathic hodgepodge of sensory sending called envisioning.
| Level | 4 |
|---|---|
| Components | Somatic, Verbal |
| Cast Time | |
| Range | You |
| Area | |
| Target | You |
| Save | None (Beneficial) |
| Duration |
You harness your mastery of primal forces to reshape your body into a Medium flying animal battle form.
When you cast this spell, choose bat, bird, pterosaur, or wasp. You can decide the specific type of animal (such as an owl or eagle for bird), but this has no effect on the form’s Size or statistics.
While in this form, you gain the Animal trait.
You gain Low-Light Vision.
You can Dismiss the spell.
You gain the following statistics and abilities regardless of which battle form you choose, depending on the level to which the spell was Heightened:
| Level | AC | Size | Temp HP | Attack Modifier | Damage Bonus | Acrobatics | Fly Speed Bonus |
|---|---|---|---|---|---|---|---|
| 4 | 18+your level | Medium | 5 | +16 | +5 | +16 | 0 |
| 5 | 18+your level | Large | 10 | +18 | +8 | +20 | +10' |
| 6 | 21+your level | Huge | 15 | +21 | +4 | +23 | +15' |
You ignore your armor's check penalty and Speed reduction when in your aerial form.
The unarmed melee attacks specific to the battle form you choose are the only attacks you can use. You’re trained with them. These attacks are Dexterity based (for the purpose of the clumsy condition, for example). If your attack modifier for Dexterity-based unarmed attacks is higher, you can use it instead.
If your own Acrobatics modifier is higher than the one for your form, you can use it instead.
The bonus given to your Fly speed is a status bonus.
If you cast the spell at level 6, you additionally gain 10' reach and damage dice are doubled, including for Persistent Damage.
If you are made larger by casting the spell, you must have enough room to expand into or the spell is lost.
You also gain specific abilities based on the form you choose:
The special statistics of a battle form can be adjusted only by circumstance bonuses, status bonuses, and penalties.
You can't cast spells, speak, or use Manipulate actions that require hands in your battle form.
Your gear is absorbed into you; the constant abilities of your gear still function, but you can’t activate any items.
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Primal | This spell can be identified using Nature. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
Diseases and poisons are types of afflictions, as are curses and radiation. An affliction can infect a creature for a long time, progressing through different and often increasingly debilitating stages.
The level of an affliction is the level of the monster, hazard, or item causing the affliction or, in the case of a spell, is listed in the affliction entry for that spell.
When you’re first exposed to the affliction, you must attempt a saving throw against it. This first attempt to stave off the affliction is called the initial save.
An affliction usually requires a Fortitude save, but the exact save and its DC are listed after the name and type of affliction. Spells that can poison you typically use the caster’s spell DC.
On a successful initial saving throw, you are unaffected by that exposure to the affliction. You do not need to attempt further saving throws against it unless you are exposed to the affliction again.
If you fail the initial saving throw, after the affliction’s onset period elapses (if applicable), you advance to stage 1 of the affliction and are subjected to the listed effect. On a critical failure, after its onset period (if applicable), you advance to stage 2 of the affliction and are subjected to that effect instead.
Some afflictions have onset times. For these afflictions, once you fail your initial save, you don’t gain the effects for the first stage of the affliction until the onset time has elapsed. If this entry is absent, you gain the effects for the first stage (or the second stage on a critical failure) immediately upon failing the initial saving throw.
If an affliction lasts only a limited amount of time, it lists a maximum duration. Once this duration passes, the affliction ends. Otherwise, the affliction lasts until you succeed at enough saves to recover.
An affliction typically has multiple stages, each of which lists an effect followed by an interval in parentheses. When you reach a given stage of an affliction, you are subjected to the effects listed for that stage.
At the end of a stage’s listed interval, you must attempt a new saving throw.
On a success, you reduce the stage by 1; on a critical success, you reduce the stage by 2. On a failure, the stage increases by 1; on a critical failure, the stage increases by 2. You are then subjected to the effects listed for the new stage.
Afflictions with the virulent trait are harder to remove. You must succeed at two consecutive saves to reduce a virulent affliction’s stage by 1. These saves are made over the course of two intervals, not both at once. A critical success reduces a virulent affliction’s stage by only 1 instead of by 2.
If the affliction’s stage is ever reduced below stage 1, the affliction ends and you don’t need to attempt further saves unless you’re exposed to the affliction again.
If a failure or critical failure would increase the stage beyond the highest listed stage, the affliction instead repeats the effects of the highest stage.
An affliction might give you conditions with a longer or shorter duration than the affliction. For instance, if an affliction causes you to be drained but has a maximum duration of 5 minutes, you remain drained even after the affliction ends, as is normal for the drained condition. Or, you might succeed at the flat check to remove persistent damage you took from an ongoing affliction, but you would still need to attempt saves to remove the affliction itself, and failing one might give you new persistent damage.
Multiple exposures to the same Curse or Disease currently affecting you have no effect.
For a Poison, however, failing the initial saving throw against a new exposure increases the stage by 1 (or by 2 if you critically fail) without affecting the maximum duration. This is true even if you’re within the poison’s onset period, though it doesn’t change the onset length.
| Fast Recovery | Affliction | Improves saves against disease and poison. |
|---|
The Multiple Attack Penalty you take with this weapon on the second attack on your turn is –4 instead of –5, and –8 instead of –10 on the third and subsequent attacks in the turn.
You try to help your ally with a task.
To use this reaction, you must first prepare to help, usually by using an action during your turn. You must explain to the GM exactly how you’re trying to help, and they determine whether you can Aid your ally.
When you use your Aid reaction, attempt a skill check or attack roll of a type decided by the GM. The typical DC is 20, but the GM might adjust this DC for particularly hard or easy tasks.
The GM can add any relevant traits to your preparatory action or to your Aid reaction depending on the situation, or even allow you to Aid checks other than skill checks and attack rolls.
| Critical Success | You grant your ally a +2 circumstance bonus to the triggering check. If you’re a master with the check you attempted, the bonus is +3, and if you’re legendary, it’s +4. |
|---|---|
| Success | You grant your ally a +1 circumstance bonus to the triggering check. |
| Failure | |
| Critical Failure | Your ally takes a –1 circumstance penalty to the triggering check. |
| Actions | Reaction |
|---|---|
| Free Hands | |
| Skill | |
| Defense | |
| Tool | |
| Sub-actions |
Effects with the air trait either manipulate or conjure air.
Those that manipulate air have no effect in a vacuum or in areas without air.
Creatures with this trait consist primarily of air or have a magical connection to that element.
Trigger A creature within range enters an environment where it can’t breathe.
A bubble of pure air appears around the target’s head, allowing it to breathe normally. The effect ends as soon as the target returns to an environment where it can breathe normally.
| Air | This may not work in vacuum or without air. |
|---|---|
| Arcane | This spell can be identified using Arcana. |
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Divine | This spell can be identified using Religion. |
| Primal | This spell can be identified using Nature. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
| Level | 4 |
|---|---|
| Components | Somatic, Verbal |
| Cast Time | |
| Range | Touch |
| Area | |
| Target | 1 creature |
| Save | |
| Duration | 5 minutes |
The target can walk on air as if it were solid ground.
It can ascend and descend in this way at a maximum of a 45-degree angle.
| Air | This may not work in vacuum or without air. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Divine | This spell can be identified using Religion. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Primal | This spell can be identified using Nature. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
You ward an area to alert you when creatures enter without your permission.
When you cast alarm, select a password.
Whenever a Small or larger corporeal creature enters the spell’s area without speaking the password, alarm sends your choice of a mental alert (in which case the spell gains the Mental trait) or an audible alarm with the sound and volume of a hand bell (in which case the spell gains the Auditory trait).
Either option automatically awakens you, and the bell allows each creature in the area to attempt a DC 15 Perception check to wake up.
A creature aware of the alarm must succeed at a Stealth check against the spell’s DC or trigger the spell when moving into the area.
Heightened (3rd) You can specify criteria for which creatures sound the alarm spell—for instance, orcs or masked people.
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Auditory | This works only against creatures that can hear it and are not Deafened. |
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Divine | This spell can be identified using Religion. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Material | You must have a free hand to take out components to cast this spell. |
| Mental | This won't work on objects or Mindless creatures, and maybe not Swarm Minds. |
| Occult | This spell can be identified using Occultism. |
| Primal | This spell can be identified using Nature. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
Prerequisites Trained in Crafting.
You can use the Craft activity to create Alchemical items.
When you select this feat, you immediately add the formulas for four common 1st-level alchemical items to your formula book.
| Feat Type | Skill |
|---|---|
| Level | 1 |
| Skill | Crafting |
| Requirement | T |
You have used alchemy to create life, a simple creature formed from alchemical materials, reagents, and a bit of your own blood.
This alchemical familiar appears to be a small creature of flesh and blood, though it might have some unusual or distinguishing aspects depending on your creative process.
Like other familiars, your alchemical familiar assists you in your laboratory and on adventures.
The Familiar uses your Intelligence modifier to determine its Perception, Acrobatics, and Stealth modifiers.
| Feat Type | Class |
|---|---|
| Level | 1 |
| Class | Alchemist |
Prerequisites Trained in Crafting.
You can identify alchemical items quickly.
When using the Crafting skill to Identify Alchemy on an alchemical item you hold, you can do so as a single action, which has the and traits, instead of spending 10 minutes.
If you have the formula for the item you are attempting to identify, you gain a +2 circumstance bonus to your check, and if you roll a critical failure, you get a failure instead.
| Feat Type | Class |
|---|---|
| Level | 1 |
| Class | Alchemist |
You’ve trained to more effectively wield the weapons you find in your lab.
Your proficiency ranks for Simple weapons and alchemical bombs increase to expert.
| Level | Features |
|---|---|
| 1 | Alchemical Crafting, Infused Reagants, Advanced Alchemy, Quick Alchemy, +2 Formulas |
| 2 | +2 Formulas |
| 3 | +2 Formulas |
| 4 | +2 Formulas |
| 5 | Field Discovery, +2 Formulas |
| 6 | +2 Formulas |
| 7 | Alchemical Weapon Expertise, Iron Will, Perpetual Infusions, +2 Formulas |
| 8 | +2 Formulas |
| 9 | Alchemical Expertise, Alertness, Double Brew, +2 Formulas |
| 10 | +2 Formulas |
| 11 | Juggernaut, Perpetual Potency, +2 Formulas |
| 12 | +2 Formulas |
| 13 | Greater Field Discovery, Light Armor Expertise, Weapon Specialization, +2 Formulas |
| 14 | +2 Formulas |
| 15 | Alchemical Alacrity, Evasion, +2 Formulas |
| 16 | +2 Formulas |
| 17 | Alchemical Master, Perpetual Perfection, +2 Formulas |
| 18 | +2 Formulas |
| 19 | Light Armor Mastery, +2 Formulas |
| 20 | +2 Formulas |
| Level | Feats |
|---|---|
| 1 |
Alchemical Familiar
Alchemical Savant Far Lobber Quick Bomber |
| 2 |
Poison Resistance
Revivifying Mutagen Smoke Bomb |
| 4 |
Calculated Splash
Efficient Alchemy Enduring Alchemy |
| 6 |
Combine Elixirs
Directional Bombs |
| 8 |
Feral Mutagen
Powerful Alchemy Sticky Bomb |
| 10 |
Elastic Mutagen
Expanded Splash (Requires Calculated Splash) Greater Debilitating Bomb (Requires Debilitating Bomb) Merciful Elixir Potent Poisoner (Requires Powerful Alchemy) |
| 12 |
Extend Elixir
Invincible Mutagen Uncanny Bombs (Requires Far Lobber) |
| 14 |
Glib Mutagen
Greater Merciful Elixir (Requires Merciful Elixir) True Debilitating Bomb (Requires Greater Debilitating Bomb) |
| 16 |
Eternal Elixir
(Requires Extend Elixir)
Exploitive Bomb Genius Mutagen Persistent Mutagen (Requires Extend Elixir) |
| 18 |
Improbable Elixirs
Mindblank Mutagen Miracle Worker Perfect Debilitation |
| 20 |
Craft Philosopher's Stone
Mega Bomb (Requires Expanded Splash) Perfect Mutagen |
You use your occult lore and the power of your mind to manipulate the spiritual multiverse, resulting in any of the following effects:
At the GM’s discretion, you can try to produce greater effects, but this is dangerous and the spell may have only a partial effect.
Occult spells that can be duplicated: Abyssal Plague, Alarm, Antimagic Field, Augury, Bane, Banishment, Bind Soul, Bind Undead, Black Tentacles, Bless, Blink, Blur, Calm Emotions, Charm, Chill Touch, Chromatic Wall, Circle of Protection, Clairaudience, Clairvoyance, Cloak of Colors, Collective Transposition, Color Spray, Command, Comprehend Language, Confusion, Continual Flame, Crushing Despair, Dancing Lights, Darkness, Darkvision, Daze, Deafness, Death Knell, Death Ward, Detect Alignment, Detect Magic, Detect Scrying, Dimension Door, Dimensional Anchor, Dimensional Lock, Disappearance, Discern Lies, Discern Location, Dispel Magic, Dominate, Dream Council, Dream Message, Dreaming Potential, Duplicate Foe, Energy Aegis, Enthrall, Ethereal Jaunt, Faerie Fire, False Life, False Vision, Fear, Feeblemind, Fly (Spell), Forbidding Ward, Foresight, Gaseous Form, Gentle Repose, Ghost Sound, Ghostly Weapon, Ghoulish Cravings, Glibness, Globe of Invulnerability, Glyph of Warding, Grim Tendrils, Hallucination, Hallucinatory Terrain, Haste, Heroism, Hideous Laughter, Humanoid Form, Hypercognition, Hypnotic Pattern, Illusory Disguise, Illusory Object, Invisibility Sphere, Invisibility, Item Facade, Knock, Know Direction, Levitate, Light, Locate, Lock, Mage Armor, Mage Hand, Magic Aura, Magic Missile, Magic Mouth, Magic Weapon, Magnificent Mansion, Mariner's Curse, Mask of Terror, Maze, Mending, Message, Mind Blank, Mind Probe, Mind Reading, Mindlink, Mirror Image, Misdirection, Mislead, Modify Memory, Nightmare, Nondetection, Outcast's Curse, Overwhelming Presence, Paranoia, Phantasmal Calamity, Phantasmal Killer, Phantom Pain, Phantom Steed, Plane Shift, Possession (Spell), Prestigitation, Prismatic Sphere, Prismatic Spray, Prismatic Wall, Private Sanctum,
Non-Occult spells that can be duplicated: Acid Arrow, Acid Splash, Aerial Form, Air Bubble, Air Walk, Anathematic Reprisal, Animal Form, Animal Messenger, Animal Vision, Ant Haul, Baleful Polymorph, Barkskin, Blade Barrier, Breath of Life, Burning Hands, Chain Lightning, Chilling Darkness, Cloudkill, Cone of Cold, Contingency, Control Water, Create Food, Create Water, Creation, Crisis of Faith, Detect Poison, Dinosaur Form, Disintegrate, Disrupt Undead, Disrupting Weapons, Divine Decree, Divine Lance, Divine Vessel, Divine Wrath, Dragon Form, Drop Dead, Earthbind, Eclipse Burst, Electric Arc, Elemental Form, Endure Elements, Enhance Victuals, Enlarge, Entangle, Feather Fall, Feet to Fins, Field of Life, Fiery Body, Finger of Death, Fire Seeds, Fire Shield, Fireball, Flame Strike, Flaming Sphere, Fleet Step, Flesh to Stone, Floating Disk, Freedom of Movement, Glitterdust, Goblin Pox, Grease, Gust of Wind, Harm, Heal, Holy Cascade, Hydraulic Torrent, Illusory Creature, Insect Form, Jump, Lightning Bolt, Longstrider, Magic Fang, Meld into Stone, Moon Frenzy, Negate Aroma, Obscuring Mist, Pass Without Trace, Passwall, Pest Form, Plant Form, Power Word Blind,
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
|---|---|
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Material | You must have a free hand to take out components to cast this spell. |
| Occult | This spell can be identified using Occultism. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours.
These creatures often have a swim Speed.
Their bludgeoning and slashing unarmed Strikes don’t take the usual –2 penalty for being underwater.
| Level | 4 |
|---|---|
| Components | Somatic, Verbal |
| Cast Time | |
| Range | 30 Feet |
| Area | |
| Target | Triggering Creature |
| Save | Will |
| Duration |
You punish a creature that transgresses against your deity, drawing upon the anguish you feel upon seeing one of your deity’s anathema committed.
You can cast this spell only when a creature actively commits a unique act of anathema. For example, if creating undead were anathema to your deity, you could use anathematic reprisal on a necromancer who had just created undead in front of you, but not on an undead creature just for existing.
You deal 4d6 mental damage to the target, but a basic Will save can reduce this damage. If it fails, it is also stupefied 1 for 1 round.
The creature is then temporarily immune for 1 minute.
Heightened (+1) The damage increases by 1d6.
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
|---|---|
| Divine | This spell can be identified using Religion. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Mental | This won't work on objects or Mindless creatures, and maybe not Swarm Minds. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
Whether through instinct, study, or magic, you feel a deeper connection to your ancestry.
You gain a 1st-level Ancestry Feat.
| Feat Type | General |
|---|---|
| Level | 3 |
This family of celestials is native to the plane of Nirvana.
Most angels are neutral good, have Darkvision, and have a weakness to damage.
An animal is a creature with a relatively low intelligence.
It typically doesn’t have an Intelligence modifier above –4, can’t speak languages, and can’t be trained in Intelligence-based skills.
You call upon primal energy to transform yourself into a Medium animal battle form.
When you first cast this spell, choose ape, bear, bull, canine, cat, deer, frog, shark, or snake. You can decide the specific type of animal (such as lion or snow leopard for cat), but this has no effect on the form’s Size or statistics.
While in this form, you gain the Animal trait.
You can Dismiss the spell.
You gain the following statistics and abilities regardless of which battle form you choose:
You also gain specific abilities based on the type of animal you choose:
Heightened (3rd) You instead gain 10 temporary HP, AC = 17 + your level, attack modifier +14, damage bonus +5, and Athletics +14.
Heightened (4th) Your battle form is Large and your attacks have 10-foot reach. You must have enough space to expand into or the spell is lost. You instead gain 15 temporary HP, AC = 18 + your level, attack modifier +16, damage bonus +9, and Athletics +16.
Heightened (5th) Your battle form is Huge and your attacks have 15-foot reach. You must have enough space to expand into or the spell is lost. You instead gain 20 temporary HP, AC = 18 + your level, attack modifier +18, damage bonus +7 and double the number of damage dice, and Athletics +20.
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
|---|---|
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Primal | This spell can be identified using Nature. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
| Level | 2 |
|---|---|
| Components | Material, Somatic, Verbal |
| Cast Time | 1 minute |
| Range | 120 feet |
| Area | |
| Target | |
| Save | |
| Duration | Until delivered |
You offer a gift of food, and an ordinary Tiny wild animal within range approaches to eat it.
You imprint the image, direction, and distance of an obvious place or landmark well known to you within the animal.
Optionally, you can attach a small object or note up to light Bulk to it.
The animal does its best to reach the destination; if it makes it there, it waits nearby until the duration expires, allowing other nonhostile creatures to approach it and remove the attached object.
If there are no Tiny wild animals in range, the spell is lost.
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
|---|---|
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Material | You must have a free hand to take out components to cast this spell. |
| Primal | This spell can be identified using Nature. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
| Level | 3 |
|---|---|
| Components | Material, Somatic, Verbal |
| Cast Time | 1 minute |
| Range | 120 feet |
| Area | |
| Target | 1 animal |
| Save | Will |
| Duration | 1 hour |
You tap into the target's senses, allowing you to see, hear, and otherwise sense whatever it senses for the spell's duration.
If the target wishes to prevent you from doing so, it can attempt a Will save, negating the spell on a success, but most animals don't bother to do so.
While tapping into the target's senses, you can't use your own body's senses, but you can change back and forth from your body's senses to the target's senses using a single action, which has the Concentrate trait.
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
|---|---|
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Material | You must have a free hand to take out components to cast this spell. |
| Mental | This won't work on objects or Mindless creatures, and maybe not Swarm Minds. |
| Primal | This spell can be identified using Nature. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
| Level | 1 |
|---|---|
| Components | Somatic, Verbal |
| Cast Time | |
| Range | Touch |
| Area | |
| Target | 1 creature |
| Save | |
| Duration | 8 hours |
You reinforce the target's musculoskeletal system to bear more weight.
The target can carry 3 more Bulk than normal before becoming encumbered and up to a maximum of 6 more Bulk.
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Primal | This spell can be identified using Nature. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
| Level | 8 |
|---|---|
| Components | Somatic, Verbal, Material |
| Cast Time | |
| Range | |
| Area | 10 foot emanation |
| Target | |
| Save | |
| Duration | Sustained up to 1 minute |
You repel all magic from the target area, preventing spells and other magic from functioning.
Spells can't penetrate the area, magic items cease to function within it, and no one inside can cast spells or use magic abilities.
Likewise, spells such as Dispel Magic can't affect the field itself unless they are of a higher level.
Magic effects resume the moment they pass outside the field. For example, a ray fired from one side of the field could target a creature on the other side (as long as caster and target are both outside the field). A summoned creature winks out of existence but reappears if the field moves or ends. Invested magic items cease to function, but they remain invested and resume functioning when they exit the field.
The ability boost from an apex item isn't suppressed within the field.
Spells of a higher level than the antimagic field overcome its effects, and can even be cast by a creature within the field.
The field disrupts only magic, so a +3 longsword still functions as a longsword.
Magically created creatures (such as golems) function normally within an antimagic field.
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Divine | This spell can be identified using Religion. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Material | You must have a free hand to take out components to cast this spell. |
| Occult | This spell can be identified using Occultism. |
| Rare | You can't normally gain this by character advancement. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
Aquatic creatures are at home underwater.
Their bludgeoning and slashing unarmed Strikes don’t take the usual –2 penalty for being underwater.
Aquatic creatures can breathe water but not air.
Requirements The monster is hiding in water and a creature that hasn’t detected it is within the listed number of feet.
The monster moves up to its swim Speed + 10 feet toward the triggering creature, traveling on water and on land.
Once the creature is in reach, the monster makes a Strike against it. The creature is Flat-Footed against this Strike.
| Actions | 1 |
|---|---|
| Free Hands | |
| Skill | |
| Defense | |
| Tool | |
| Sub-actions |
Use these rules for battles in water or underwater:
| Amphibious | Aquatic Combat | Removes -2 penalty on bludgeoning and slashing unarmed strikes. |
|---|---|---|
| Aquatic | Aquatic Combat | Removes -2 penalty for bludgeoning and slashing unarmed Strikes. |
| Underwater Marauder | Aquatic Combat | Not flat-footed and ignore penalties for bludgeoning/slashing. |
Key Ability Intelligence.
Arcana measures how much you know about arcane magic and creatures.
Actions for this skill:
Feats for this skill:
| Intelligence | Arcana | Key ability for this skill. |
|---|---|---|
| Frightened | Intelligence | Reduces all checks and DCs. |
| Sickened | Intelligence | Reduces Intelligence by the condition value. |
| Mariner's Curse | Sickened | Can prevent recovering from sickened while curse persists. |
| Stupefied | Intelligence | Gives status penalty of condition value. |
Arcane spellcasters use logic and rationality to categorize the magic inherent in the world around them.
Because of its far-reaching approach, the arcane tradition has the broadest spell list, though it’s generally poor at affecting the spirit or the soul.
Wizards are the most iconic arcane spellcasters, poring over tomes and grimoires, though arcane Sorcerers study the secrets of their blood to unlock the power within themselves.
Prerequisites Trained in Arcana.
Your study of magic allows you to instinctively sense its presence.
You can cast 1st-level Detect Magic at will as an arcane innate spell.
If you’re a master in Arcana, the spell is heightened to 3rd level.
If you’re legendary, it is heightened to 4th level.
| Feat Type | Skill |
|---|---|
| Level | 1 |
| Skill | Arcana |
| Requirement | T |
Members of this family of celestials are the protectors of Heaven and are lawful good.
They have Darkvision and a weakness to evil damage.
You become trained in Light Armor. If you already were trained in light armor, you gain training in Medium Armor. If you were trained in both, you become trained in Heavy Armor.
You can select this feat more than once. Each time, you become trained in the next type of armor above.
| Feat Type | General |
|---|---|
| Level | 1 |
Trigger You fall.
Requirements You have a fly Speed.
You attempt an Acrobatics check to slow your fall. The DC is typically 15, but it might be higher due to air turbulence or other circumstances.
| Critical Success | |
|---|---|
| Success | You fall gently, taking no damage from the fall. |
| Failure | |
| Critical Failure |
| Actions | Reaction |
|---|---|
| Free Hands | |
| Skill | Acrobatics |
| Defense | |
| Tool | |
| Sub-actions |
| Acrobatics | Arrest a Fall | |
|---|---|---|
| Dexterity | Acrobatics | Key ability for this skill. |
| Clumsy | Dexterity | Gives status penalty to Dexterity equal to condition value. |
| Frightened | Dexterity | Reduces all checks and DCs. |
| Sickened | Dexterity | Reduces Dexterity by the condition value. |
| Mariner's Curse | Sickened | Can prevent recovering from sickened while curse persists. |
You can take steps to help yourself recover from Persistent Damage, or an ally can help you, allowing you to attempt an additional flat check before the end of your turn.
This is usually an activity requiring 2 actions, and it must be something that would reasonably improve your chances (as determined by the GM). For example, you might try to smother a flame, wash off acid, or use Medicine to Administer First Aid to stanch bleeding. This allows you to attempt an extra flat check immediately.
The GM decides how your help works, using the following examples as guidelines.
Prerequisite Trained in at least one skill.
Even in the worst circumstances, you can perform basic tasks.
Choose a skill you’re trained in.
You can forgo rolling a skill check for that skill to instead receive a result of 10 + your proficiency bonus (do not apply any other bonuses, penalties, or modifiers).
This includes not applying situational circumstance, status, and item modifiers.
You can select this feat multiple times. Each time, choose a different skill and gain the benefits for that skill.
| Feat Type | Skill |
|---|---|
| Level | 1 |
| Skill | |
| Requirement |
| Fortune | Doesn't stack with other Fortune effects, and cancels with Misfortune. |
|---|
Astral creatures are native of the Astral Plane.
They can survive the basic environmental effects of the Astral Plane.
Key Ability Strength.
Athletics allows you to perform deeds of physical prowess. When you use the Escape basic action, you can use your Athletics modifier instead of your unarmed attack modifier.
Actions for this skill:
Feats for this skill:
| Strength | Athletics | Key ability for this skill. |
|---|---|---|
| Enfeebled | Strength | Reduces Strength by the condition value. |
| Sickened | Strength | Reduces Strength by the condition value. |
| Mariner's Curse | Sickened | Can prevent recovering from sickened while curse persists. |
An attached weapon can be affixed to an item with 10 minutes of work and a successful DC 10 Crafting check; this includes the time needed to remove the weapon from a previous item, if necessary.
| Actions | |
|---|---|
| Free Hands | |
| Skill | Crafting |
| Defense | |
| Tool | |
| Sub-actions |
| Exploration | This can only be used in Exploration Mode, not Encounter Mode (ie, not combat). |
|---|
| Crafting | Attach a Weapon | |
|---|---|---|
| Intelligence | Crafting | Key ability for this skill. |
| Frightened | Intelligence | Reduces all checks and DCs. |
| Sickened | Intelligence | Reduces Intelligence by the condition value. |
| Mariner's Curse | Sickened | Can prevent recovering from sickened while curse persists. |
| Stupefied | Intelligence | Gives status penalty of condition value. |
An attached weapon must be combined with another piece of gear to be used. The trait lists what type of item the weapon must be attached to.
You must be wielding or wearing the item the weapon is attached to in order to attack with it.
For example, shield spikes are attached to a shield, allowing you to attack with the spikes instead of a shield bash, but only if you’re wielding the shield.
An attached weapon is usually bolted onto or built into the item it’s attached to, and typically an item can have only one weapon attached to it.
An attached weapon can be affixed to an item with 10 minutes of work and a successful DC 10 Crafting check; this includes the time needed to remove the weapon from a previous item, if necessary.
If an item is destroyed, its attached weapon can usually be salvaged.
Actions with the Attack trait can affect and be affected by your Multiple Attack Penalty.
You can't use an Open action after an Attack action in the same turn.
| Calm Emotions | Attack | -1 status for the duration on a failed save. |
|---|---|---|
| Gaseous Form | Attack | Prevents attacking. |
Trigger A creature within the monster’s reach uses a action or a action, makes a ranged attack, or leaves a square during a move action it’s using.
The creature attempts a melee Strike against the triggering creature.
If the attack is a critical hit and the trigger was a action, the creature disrupts that action.
This Strike doesn’t count toward the user’s Multiple Attack Penalty, and its multiple attack penalty doesn’t apply to this Strike.
| Actions | Reaction |
|---|---|
| Free Hands | |
| Skill | |
| Defense | |
| Tool | |
| Sub-actions | Strike |
Auditory spells rely on sound.
A spell with the auditory trait has its effect only if the target can hear it.
This is different from a sonic effect, which still affects targets who can’t hear it (such as deaf targets) as long as the effect makes sound.
Being Deafened grants immunity to Auditory effects.
| Level | 2 |
|---|---|
| Components | Material, Somatic, Verbal |
| Cast Time | 10 minutes |
| Range | |
| Area | |
| Target | |
| Save | |
| Duration |
You gain a vague glimpse of the future.
During the casting of this spell, ask about the results of a particular course of action.
The spell can predict results up to 30 minutes into the future and reveals the GM’s best guess among the following outcomes:
The GM rolls a secret DC 6 flat check. On a failure, the result is always “nothing.” This makes it impossible to tell whether a “nothing” result is accurate.
If anyone asks about the same topic as the first casting of augury during an additional casting, the GM uses the secret roll result from the first casting. If circumstances change, though, it’s possible to get a different result.
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
|---|---|
| Divine | This spell can be identified using Religion. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Material | You must have a free hand to take out components to cast this spell. |
| Occult | This spell can be identified using Occultism. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
An aura automatically affects everything within a specified Emanation around the user.
The user doesn’t need to spend actions on the aura.
The aura’s effects are applied at specific times, such as when a creature ends its turn in the aura or when creatures enter the aura.
If an aura does nothing but deal damage, its entry lists only the radius, damage, and saving throw. Such auras deal this damage to a creature when the creature enters the aura and when a creature starts its turn in the aura. A creature can take damage from the aura only once per round.
The GM might determine that a monster’s aura doesn’t affect its own allies. For example, a creature might be immune to a monster’ Frightful Presence if they have been around each other for a long time.
Prerequisites Expert in a skill with the Recall Knowledge action, Assurance in that skill.
You know basic facts off the top of your head.
Choose a skill you’re an expert in that has the Recall Knowledge action and for which you have the Assurance feat.
You can use the Recall Knowledge action with that skill as a free action once per round. If you do, you must use Assurance on the skill check.
You can select this feat multiple times, choosing a different skill each time.
You can use Automatic Knowledge with any skills you have chosen, but you can still use Automatic Knowledge only once per round.
| Feat Type | Skill |
|---|---|
| Level | 2 |
| Skill | |
| Requirement |
| Level | 10 |
|---|---|
| Components | Somatic, Verbal |
| Cast Time | |
| Range | |
| Area | |
| Target | |
| Save | |
| Duration | 1 minute |
You transform into an avatar of your deity, assuming a Huge battle form. You must have space to expand or the spell is lost.
You have hands in this battle form and can take Manipulate actions.
You can Dismiss this spell.
You gain the following statistics and abilities regardless of which deity’s battle form you assume:
You also gain the specific abilities listed for your deity below:
The special statistics of a battle form can be adjusted only by circumstance bonuses, status bonuses, and penalties.
You can't cast spells, speak, or use Manipulate actions that require hands in your battle form.
Your gear is absorbed into you; the constant abilities of your gear still function, but you can’t activate any items.
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
|---|---|
| Divine | This spell can be identified using Religion. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
You avert your gaze from danger.
You gain a +2 circumstance bonus to saves against Visual abilities that require you to look at a creature or object, such as a Medusa’s petrifying gaze.
Your gaze remains averted until the start of your next turn.
| Actions | 1 |
|---|---|
| Free Hands | |
| Skill | |
| Defense | |
| Tool | |
| Sub-actions |
You attempt a Stealth check to avoid notice while traveling at half speed.
If you have the Swift Sneak feat, you can move at full Speed rather than half, but you still can’t use another exploration activity while you do so.
If you have the Legendary Sneak feat, you can move at full Speed and use a second exploration activity.
If you’re Avoiding Notice at the start of an encounter, you usually roll a Stealth check instead of a Perception check both to determine your initiative and to see if the enemies notice you (based on their Perception DCs, as normal for Sneak, regardless of their initiative check results).
| Exploration | This can only be used in Exploration Mode, not Encounter Mode (ie, not combat). |
|---|
| Foil Senses | Avoid Notice | Always allowing for special senses. |
|---|---|---|
| Terrain Stalker | Avoid Notice | Can approach creatures stealthily in preferred terrain. |
This family of celestials is native to Elysium.
They are chaotic good and have Darkvision and a weakness to evil and cold iron.
When you hit a Flat-Footed creature, this weapon deals 1 precision damage in addition to its normal damage.
The precision damage increases to 2 if the weapon is a +3 weapon.
You can use the momentum from a missed attack with this weapon to lead into your next attack.
After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn.
Requirements You are in a square that contains a narrow surface, uneven ground, or another similar feature.
You move across a narrow surface or uneven ground, attempting an Acrobatics check against its Balance DC.
You are Flat-Footed while on a narrow surface or uneven ground unless you have Steady Balance.
| Critical Success | You move up to your Speed. |
|---|---|
| Success | You move up to your Speed, treating it as Difficult Terrain (every 5 feet costs 10 feet of movement). |
| Failure | You must remain stationary to keep your balance (wasting the action) or you fall. If you fall, your turn ends. |
| Critical Failure | You fall and your turn ends. |
If you have Steady Balance, then whenever you roll a success using the Balance action, you get a critical success instead.
| Actions | 1 |
|---|---|
| Free Hands | |
| Skill | Acrobatics |
| Defense | |
| Tool | |
| Sub-actions |
| Steady Balance | Balance | Promotes hits to crits. |
|---|---|---|
| Acrobatics | Balance | |
| Dexterity | Acrobatics | Key ability for this skill. |
| Clumsy | Dexterity | Gives status penalty to Dexterity equal to condition value. |
| Frightened | Dexterity | Reduces all checks and DCs. |
| Sickened | Dexterity | Reduces Dexterity by the condition value. |
| Mariner's Curse | Sickened | Can prevent recovering from sickened while curse persists. |
| Level | 6 |
|---|---|
| Components | Somatic, Verbal |
| Cast Time | |
| Range | 30 feet |
| Area | |
| Target | 1 Creature |
| Save | Fortitude |
| Duration | Based on save |
You transform the target creature into a harmless animal appropriate to the area, with effects based on its Fortitude save.
| Critical Success | The target is unaffected. |
|---|---|
| Success | The target’s body gains minor features of the harmless animal. Its insides churn as they partially transform, causing it to be Sickened 1. When it recovers from the sickened condition, its features revert to normal. |
| Failure | The target transforms for 1 minute but keeps its mind. If it spends all its actions on its turn concentrating on its original form, it can attempt a Will save to end the effect immediately. |
| Critical Failure | The target is transformed into the chosen harmless animal, body and mind, for an unlimited duration. |
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
|---|---|
| Incapacitation | This has reduced effect against creatures of higher level. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
| Level | 1 |
|---|---|
| Components | Somatic, Verbal |
| Cast Time | |
| Range | |
| Area | 5 foot Emanation |
| Target | Enemies in the area |
| Save | Will |
| Duration | 1 minute |
You fill the minds of your enemies with doubt.
Targets that fail their Will saves take a –1 status penalty to attack rolls as long as they are in the area.
Once per turn, starting the turn after you cast bane, you can use a single action, which has the Concentrate trait, to increase the emanation’s radius by 5 feet and force enemies in the area that weren’t yet affected to attempt another saving throw.
Bane can counteract Bless.
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
|---|---|
| Divine | This spell can be identified using Religion. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Mental | This won't work on objects or Mindless creatures, and maybe not Swarm Minds. |
| Occult | This spell can be identified using Occultism. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
| Level | 5 |
|---|---|
| Components | Somatic, Verbal |
| Cast Time | |
| Range | 30 feet |
| Area | |
| Target | 1 creature that isn't on its home plane |
| Save | Will |
| Duration |
You send the target back to its home plane.
The target must attempt a Will save.
You can spend an extra action while Casting this Spell and add a material component to give the creature a –2 circumstance penalty to its save. The component must be a specially gathered object that is anathema to the creature, and not from a spell component pouch.
This spell fails if you aren’t on your home plane when you cast it.
Heightened (9th) You can target up to 10 creatures. The extra material component affects targets to which it is anathema.
| Critical Success | The target resists being banished and you are Stunned 1. |
|---|---|
| Success | The target resists being banished. |
| Failure | The target is banished. |
| Critical Failure | The target is banished and can’t return by any means to the plane it’s banished from for 1 week. |
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Divine | This spell can be identified using Religion. |
| Incapacitation | This has reduced effect against creatures of higher level. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Occult | This spell can be identified using Occultism. |
| Primal | This spell can be identified using Nature. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
If you’re a Bard Casting a Spell from the Occult tradition while holding a musical instrument, you can play that instrument to replace any material, somatic, or verbal components the spell requires by using the instrument as a Focus component instead. Cast a Spell gains the Auditory trait if you make this substitution. Unlike the normal rules for a focus component, you can’t retrieve or stow the instrument when making this substitution.
Prerequisites Trained in Diplomacy.
You can Earn Income using Diplomacy, spending your days hunting for bargains and reselling at a profit.
You can also spend time specifically sniffing out a great bargain on an item; this works as if you were using Earn Income with Diplomacy, except instead of gaining money, you purchase the item at a discount equal to the money you would have gained, gaining the item for free if your earned income equals or exceeds its cost.
If you select Bargain Hunter during character creation at 1st level, you start play with an additional 2 gp.
| Feat Type | Skill |
|---|---|
| Level | 1 |
| Skill | Diplomacy |
| Requirement | T |
| Level | 2 |
|---|---|
| Components | Somatic, Verbal |
| Cast Time | |
| Range | Touch |
| Area | |
| Target | 1 Willing Creature |
| Save | |
| Duration | 10 minutes |
The target’s skin becomes covered in bark.
The target gains resistance 2 to bludgeoning and piercing damage and weakness 3 to fire.
After the target takes fire damage, it can Dismiss the spell as a free action triggered by taking the damage; doing so doesn’t reduce the fire damage the target was dealt.
Heightened (+2) The resistances increase by 2, and the weakness increases by 3.
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
|---|---|
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Primal | This spell can be identified using Nature. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
Prerequisites Master in Intimidation
When you roll Initiative, you can yell a mighty battle cry and Demoralize an observed foe as a free action.
If you’re legendary in Intimidation, you can use a reaction to Demoralize your foe when you critically succeed at an attack roll.
| Feat Type | Skill |
|---|---|
| Level | 7 |
| Skill | Intimidation |
| Requirement | M |
Prerequisites Trained in Medicine.
You can patch up yourself or an adjacent ally, even in combat.
Attempt a Medicine check with the same DC as for Treat Wounds and provide the corresponding amount of healing.
As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank.
The target is then temporarily immune to your Battle Medicine for 1 day.
| Actions | 1 |
|---|---|
| Free Hands | |
| Skill | |
| Defense | |
| Tool | |
| Sub-actions |
| Feat Type | Skill |
|---|---|
| Level | 1 |
| Skill | Medicine |
| Requirement | T |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
|---|
The special statistics of a battle form can be adjusted only by circumstance bonuses, status bonuses, and penalties.
You can't cast spells, speak, or use Manipulate actions that require hands in your battle form.
Your gear is absorbed into you; the constant abilities of your gear still function, but you can’t activate any items.
The special statistics of a battle form can be adjusted only by circumstance bonuses, status bonuses, and penalties.
You can't cast spells, or speak in your battle form.
Your gear is absorbed into you; the constant abilities of your gear still function, but you can’t activate any items.
A creature similar to an Animal but with an Intelligence modifier of –3 or higher is usually a beast.
Unlike an animal, a beast might be able to speak and reason.
| Level | 9 |
|---|---|
| Components | Somatic, Verbal, Black sapphire with a GP value of at least the target's level * 100 |
| Cast Time | |
| Range | 30 feet |
| Area | |
| Target | 1 creature that died within the last minute |
| Save | |
| Duration | Unlimited |
You wrench the target’s soul away before it can pass on to the afterlife and imprison it in a black sapphire.
While the soul is in the gem, the target can’t be returned to life through any means, even powerful magic such as Wish.
If the gem is destroyed or bind soul is Counteracted on the gem, the soul is freed.
The gem has AC 16 and Hardness 10.
A gem can’t hold more than one soul, and any attempt wastes the spell.
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
|---|---|
| Divine | This spell can be identified using Religion. |
| Evil | Evil damage harms only good creatures. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Occult | This spell can be identified using Occultism. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Uncommon | You can't normally gain this by character advancement. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
| Level | 3 |
|---|---|
| Components | Somatic, Verbal |
| Cast Time | |
| Range | 30 feet |
| Area | |
| Target | 1 mindless undead creature with a level no greater than bind undead's spell level |
| Save | |
| Duration | 1 day |
With a word of necromantic power, you seize control of the target.
It gains the Minion trait.
If you or an ally uses any hostile actions against the target, the spell ends.
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Divine | This spell can be identified using Religion. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Occult | This spell can be identified using Occultism. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
Prerequisites Master in Occultism.
You can draw upon strange variations in your spellcasting, whether or not you can cast occult spells.
The DCs to Recognize Spells you cast and Identify Magic you use increase by 5.
| Feat Type | Skill |
|---|---|
| Level | 7 |
| Skill | Occultism |
| Requirement | M |
| Level | 5 |
|---|---|
| Components | Material, Somatic, Verbal |
| Cast Time | |
| Range | 120 feet |
| Area | 20-foot Burst adjacent to a flat surface |
| Target | |
| Save | Fortitude |
| Duration | 1 minute |
Oily black tentacles rise up and attempt to Grapple each creature in the area.
Make spell attack rolls against the Fortitude DC of each creature.
Any creature you succeed against is Grabbed and takes 3d6 bludgeoning damage.
Whenever a creature ends its turn in the area, the tentacles attempt to grab that creature if they haven’t already and they deal 1d6 bludgeoning damage to any creature already grabbed.
The tentacles’ Escape DC is equal to your spell DC.
A creature can attack a tentacle in an attempt to release its grip. Its AC is equal to your spell DC, and it is destroyed if it takes 12 or more damage.
Even if destroyed, additional tentacles continue to grow in the area until the duration ends.
You can Dismiss the spell.
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Material | You must have a free hand to take out components to cast this spell. |
| Occult | This spell can be identified using Occultism. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
| Level | 6 |
|---|---|
| Components | Material, Somatic, Verbal |
| Cast Time | |
| Range | 120 feet |
| Area | |
| Target | |
| Save | Reflex |
| Duration | 1 minute |
Blades of force form a churning wall.
The wall is a straight line 20 feet high, 120 feet long, and 2 inches thick, and it provides cover.
The wall deals 7d8 force damage to each creature that’s in the wall’s space when it is created, that attempts to pass through the wall, or that ends its turn inside the wall. A basic Reflex save reduces the damage.
A creature that succeeds at this save when the wall is created is pushed to the nearest space on the side of its choice.
Creatures trying to move through the wall fail to do so if they critically fail the save, ending their movement adjacent to the wall.
Heightened (+1) The damage increases by 1d8.
| Critical Success | The creature takes no damage and passes through the wall. If the wall has just been created, the creature is pushed to an adjacent space either side of it. |
|---|---|
| Success | The creature takes half damage and passes through the wall. If the wall has just been created, the creature is pushed to an adjacent space either side of it. |
| Failure | The creature takes full damage and passes through the wall. |
| Critical Failure | The creature takes double damage and ends its movement adjacent to the wall. |
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
|---|---|
| Divine | This spell can be identified using Religion. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Material | You must have a free hand to take out components to cast this spell. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
Blessings from beyond help your companions strike true.
You and your allies in the area gain a +1 status bonus to attack rolls.
Once per turn, starting the turn after you cast bless, you can use a single action, which has the Concentrate trait, to increase the emanation’s radius by 5 feet.
Bless can Counteract Bane.
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
|---|---|
| Divine | This spell can be identified using Religion. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Mental | This won't work on objects or Mindless creatures, and maybe not Swarm Minds. |
| Occult | This spell can be identified using Occultism. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
You can’t see.
All normal terrain is Difficult Terrain to you.
You can’t detect anything using vision.
You automatically critically fail Perception checks that require you to be able to see, and if vision is your only precise sense, you take a –4 status penalty to Perception checks.
You are immune to effects.
Blinded overrides Dazzled.
| Level | 3 |
|---|---|
| Components | Somatic, Verbal |
| Cast Time | |
| Range | 30 feet |
| Area | |
| Target | 1 creature |
| Save | Fortitude |
| Duration | Varies |
You blind the target.
The effect is determined by the target’s Fortitude save.
The target then becomes temporarily immune for 1 minute.
| Critical Success | The target is unaffected. |
|---|---|
| Success | The target is blinded until its next turn begins. |
| Failure | The target is blinded for 1 minute. |
| Critical Failure | The target is blinded permanently. |
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Divine | This spell can be identified using Religion. |
| Incapacitation | This has reduced effect against creatures of higher level. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Occult | This spell can be identified using Occultism. |
| Primal | This spell can be identified using Nature. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
| Level | 4 |
|---|---|
| Components | Somatic, Verbal |
| Cast Time | |
| Range | |
| Area | |
| Target | You |
| Save | |
| Duration | 1 minute |
You blink quickly between the Material Plane and the Ethereal Plane.
You gain resistance 5 to all damage (except force).
You can Sustain the Spell to vanish and reappear 10 feet away in a random direction determined by the GM; the movement doesn’t trigger reactions.
At the end of your turn, you vanish and reappear as above.
Heightened (+2) The resistance increases by 3.
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Occult | This spell can be identified using Occultism. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
The target’s form appears blurry.
It becomes Concealed.
As the nature of this effect still leaves the target’s location obvious, the target can’t use this concealment to Hide or Sneak.
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Illusion | It may be possible to disbelieve this with Perception vs its DC. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Occult | This spell can be identified using Occultism. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
| Visual | This works only against creatures that can see it and are not Blinded. |
Prerequisites Expert in Nature.
You forge strong connections with animals.
You can spend 7 days of downtime trying to bond with a normal animal (not a companion or other special animal).
After this duration, attempt a DC 20 Nature check. If successful, you bond with the animal.
The animal is permanently Helpful to you, unless you do something egregious to break your bond. A helpful animal is easier to direct, as described under Command an Animal.
Bonding with a new animal ends any previous bond you had.
You can’t have both a bonded animal and an animal companion (though you can have both a bonded animal and a familiar).
| Feat Type | Skill |
|---|---|
| Level | 2 |
| Skill | Nature |
| Requirement | E |
If you’re an arcane spellcaster who prepares from a spellbook, you can attempt to prepare a spell from someone else’s spellbook.
The GM sets the DC for the check based on the spell’s level and rarity; it’s typically a bit easier than Learning the Spell.
| Critical Success | |
|---|---|
| Success | You prepare the borrowed spell as part of your normal spell preparation. |
| Failure | You fail to prepare the spell, but the spell slot remains available for you to prepare a different spell. You can’t try to prepare this spell until the next time you prepare spells. |
| Critical Failure |
| Actions | |
|---|---|
| Free Hands | |
| Skill | |
| Defense | |
| Tool | |
| Sub-actions |
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
|---|---|
| Exploration | This can only be used in Exploration Mode, not Encounter Mode (ie, not combat). |
| Trained | You must be trained in the relevant skill to use this. Having Untrained Improvisation is not sufficient. |
You have incredible breath control, which grants you advantages when air is hazardous or sparse.
You can hold your breath for 25 times as long as usual before Suffocating.
You gain a +1 circumstance bonus to saving throws against inhaled threats, such as inhaled poisons, and if you roll a success on such a saving throw, you get a critical success instead.
| Feat Type | General |
|---|---|
| Level | 1 |
| Level | 5 |
|---|---|
| Components | Verbal |
| Cast Time | |
| Range | 60 feet |
| Area | |
| Target | The triggering creature |
| Save | |
| Duration |
Trigger A living creature in range would die.
Your blessing revives a creature at the moment of its death.
You prevent the target from dying and restore Hit Points to the target equal to 4d8 plus your spellcasting ability modifier.
You can’t use breath of life if the triggering effect was Disintegrate or a Death effect.
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
|---|---|
| Divine | This spell can be identified using Religion. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
Broken is a condition that affects objects. An object is broken when damage has reduced its Hit Points below its Broken Threshold. A broken object can’t be used for its normal function, nor does it grant bonuses—with the exception of armor.
Broken armor still grants its item bonus to AC, but it also imparts a status penalty to AC depending on its category: –1 for broken light armor, –2 for broken medium armor, or –3 for broken heavy armor.
A broken item still imposes penalties and limitations normally incurred by carrying, holding, or wearing it. For example, broken armor would still impose its Dexterity modifier cap, check penalty, and so forth.
If an effect makes an item broken automatically and the item has more HP than its Broken Threshold, that effect also reduces the item’s current HP to the Broken Threshold.
Most monsters that serve as mounts can attempt to buck off unwanted or annoying riders, but most mounts will not use this reaction against a trusted creature unless the mounts are spooked or mistreated.
Trigger A creature Mounts or uses the Command an Animal action while riding the monster.
The triggering creature must succeed at a Reflex saving throw against the listed DC or fall off the creature and land prone.
If the save is a critical failure, the triggering creature also takes 1d6 bludgeoning damage in addition to the normal damage for the fall.
| Actions | Reaction |
|---|---|
| Free Hands | |
| Skill | |
| Defense | |
| Tool | |
| Sub-actions |
Carrying especially heavy or unwieldy items can make it more difficult for you to move, as can overloading yourself with too much gear.
The Bulk value of an item reflects how difficult the item is to handle, representing its size, weight, and general awkwardness.
If you have a high Strength score, you usually don’t need to worry about Bulk unless you’re carrying numerous substantial items.
You can carry an amount of Bulk equal to 5 plus your Strength modifier without penalty; if you carry more, you gain the Encumbered condition. You can’t hold or carry more Bulk than 10 plus your Strength modifier.
Items can have a number to indicate their Bulk value, or they can be light (indicated by an L) or negligible (indicated by a —) for the purpose of determining Bulk. For instance, full plate armor is 4 Bulk, a longsword is 1 Bulk, a dagger or scroll is light, and a piece of chalk is negligible.
Ten light items count as 1 Bulk, and you round down fractions (so 9 light items count as 0 Bulk, and 11 light items count as 1 Bulk).
Items of negligible Bulk don’t count toward Bulk unless you try to carry vast numbers of them, as determined by the GM.
As a general rule, an item that weighs 5 to 10 pounds is 1 Bulk, an item weighing less than a few ounces is negligible, and anything in between is light.
Particularly awkward or unwieldy items might have higher Bulk values. For example, a 10-foot pole isn’t heavy, but its length makes it difficult for you to move while you have one on your person, so its Bulk is 1. Items made for larger or smaller creatures have greater or lesser Bulk.
| Hefty Hauler | Bulk | Your bulk limits increase by 2. |
|---|
| Level | 1 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | |
| Area | 15 foot Cone |
| Target | |
| Save | Reflex |
| Duration |
Gouts of flame rush from your hands.
You deal 2d6 fire damage to creatures in the area.
Heightened (+1) The damage increases by 2d6.
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Fire | You can't use this underwater. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Primal | This spell can be identified using Nature. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
Requirements You have a burrow Speed.
You dig your way through dirt, sand, or a similar loose material at a rate up to your burrow Speed.
You can’t burrow through rock or other substances denser than dirt unless you have an ability that allows you to do so.
| Actions | 1 |
|---|---|
| Free Hands | |
| Skill | |
| Defense | |
| Tool | |
| Sub-actions |
A burst effect issues forth in all directions from a single corner of a square within the range of the effect, spreading in all directions to a specified radius.
For instance, when you cast fireball, it detonates at the corner of a square within 500 feet of you and creates a 20-foot burst, meaning it extends out 20 feet in every direction from the corner of the square you chose, affecting each creature whose space (or even one square of its space) is within the burst.
Squares should be measured in the standard way, with every other diagonal square measured as 10'. Bursts are approximately circular, not square.
You have calculated all the angles to maximize a bomb’s splash.
When you throw an alchemical bomb with the trait, you can cause the bomb to deal splash damage equal to your Intelligence modifier (minimum 0) instead of the normal amount.
| Feat Type | Class |
|---|---|
| Level | 4 |
| Class | Alchemist |
| Level | 2 |
|---|---|
| Components | Somatic, Verbal |
| Cast Time | |
| Range | 120 feet |
| Area | 10 foot Burst |
| Target | |
| Save | Will |
| Duration | Sustained up to 1 minute |
You forcibly calm creatures in the area, soothing them into a nonviolent state; each creature must attempt a Will save.
| Critical Success | The creature is unaffected. |
|---|---|
| Success | Calming urges impose a -1 status penalty to the creature's attack rolls. |
| Failure | Any Emotion effects that would affect the creature are suppressed and the creature can't use Hostile Actions. If the target is subject to hostility from any other creature, it ceases to be affected by calm emotions. |
| Critical Failure | As failure, but hostility doesn’t end the effect. |
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
|---|---|
| Divine | This spell can be identified using Religion. |
| Emotion | This won't work on creatures with mechanical or artificial intillegence. |
| Incapacitation | This has reduced effect against creatures of higher level. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Mental | This won't work on objects or Mindless creatures, and maybe not Swarm Minds. |
| Occult | This spell can be identified using Occultism. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
Your avoidance or observation is beyond the ken of most in your profession.
Choose Fortitude saves, Reflex saves, Will saves, or Perception. You become an expert in your choice.
At 17th level, you become a master in your choice.
| Feat Type | General |
|---|---|
| Level | 1 |
Dedicated study allows you to prepare a wider range of simple spells.
You can prepare two additional Cantrips each day.
| Feat Type | Class |
|---|---|
| Level | 2 |
| Class | Wizard |
You cast a spell you have prepared or in your repertoire.
Casting a Spell is a special activity that takes a variable number of actions depending on the spell, as listed in each spell’s stat block.
As soon as the spellcasting actions are complete, the spell effect occurs.
Some spells are cast as a reaction or free action. In those cases, you Cast the Spell as a reaction or free action (as appropriate) instead of as an activity. Such cases will be noted in the spell’s stat block—for example, “[reaction] verbal.”
Some spells take minutes or hours to cast. The Cast a Spell activity for these spells includes a mix of the listed spell components, but it’s not necessary to break down which one you’re providing at a given time. You can’t use other actions or reactions while casting such a spell, though at the GM’s discretion, you might be able to speak a few sentences.
As with other activities that take a long time, these spells have the Exploration trait, and you can’t cast them in an encounter. If combat breaks out while you’re casting one, your spell is disrupted.
Each spell lists the spell components required to cast it after the action icons or text, such as “[three-actions] material, somatic, verbal." The spell components, described in detail below, add traits and requirements to the Cast a Spell activity. If you can’t provide the components, you fail to Cast the Spell.
Some abilities and spells can disrupt a spell, causing it to have no effect and be lost.
When you lose a spell, you’ve already expended the spell slot, spent the spell’s costs and actions, and used the Cast a Spell activity.
If a spell is disrupted during a Sustain a Spell action, the spell immediately ends.
| Actions | |
|---|---|
| Free Hands | |
| Skill | |
| Defense | |
| Tool | |
| Sub-actions |
| Aquatic Combat | Cast a Spell | You can't cast fire spells underwater. |
|---|---|---|
| Amphibious | Aquatic Combat | Removes -2 penalty on bludgeoning and slashing unarmed strikes. |
| Aquatic | Aquatic Combat | Removes -2 penalty for bludgeoning and slashing unarmed Strikes. |
| Underwater Marauder | Aquatic Combat | Not flat-footed and ignore penalties for bludgeoning/slashing. |
| Crisis of Faith | Cast a Spell | Can shut down casting of Divine spells. |
| Stupefied | Cast a Spell | Gives risk of disruption on flat check. |
Prerequisites Trained in Acrobatics.
Your catlike aerial acrobatics allow you to cushion your falls.
Treat falls as 10 feet shorter. If you’re an expert in Acrobatics, treat falls as 25 feet shorter. If you’re a master in Acrobatics, treat them as 50 feet shorter.
If you’re legendary in Acrobatics, you always land on your feet and don’t take damage, regardless of the distance of the fall.
| Feat Type | Skill |
|---|---|
| Level | 1 |
| Skill | Acrobatics |
| Requirement | T |
| Level | 10 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | 1000 feet |
| Area | 60-foot Burst |
| Target | |
| Save | Reflex |
| Duration |
You call upon the unimaginable power of world-ending cataclysms, ripping a small piece of each cataclysm and combining them together into one horrifically powerful attack.
The following effects come down upon all creatures in the area.
Treat the resistances of creatures in the area as if they were 10 lower for the purpose of determining the cataclysm’s damage.
Each creature attempts one basic Reflex save that applies to all six types of damage.
| Air | This may not work in vacuum or without air. |
|---|---|
| Arcane | This spell can be identified using Arcana. |
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Fire | You can't use this underwater. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Primal | This spell can be identified using Nature. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
Requirements The monster must have a free hand but can Release anything it’s holding as part of this reaction.
Trigger The monster is targeted with a thrown rock Strike or a rock would fall on the monster.
The monster gains a +4 circumstance bonus to its AC against the triggering attack or to any defense against the falling rock. If the attack misses or the monster successfully defends against the falling rock, the monster catches the rock, takes no damage, and is now holding the rock.
| Actions | Reaction |
|---|---|
| Free Hands | |
| Skill | |
| Defense | |
| Tool | |
| Sub-actions |
Creatures that hail from or have a strong connection to the good-aligned planes are called celestials.
Celestials can survive the basic environmental effects of planes in the Outer Sphere.
| Level | 6 |
|---|---|
| Components | Somatic, Verbal |
| Cast Time | |
| Range | 500 feet |
| Area | |
| Target | 1 creature, plus any number of additional creatures |
| Save | Reflex |
| Duration |
You discharge a powerful bolt of lightning at the target, dealing 8d12 electricity damage.
The electricity arcs to another creature within 30 feet of the first target, jumps to another creature within 30 feet of that target, and so on.
You can’t target the same creature more than once, and you must have line of effect to all targets.
You can end the chain at any point.
Each target must attempt a basic Reflex save.
Roll the damage only once, and apply it to each target (halving or doubling as appropriate for its saving throw outcome).
The chain ends if any one of the targets critically succeeds at its save.
Heightened (+1) The damage increases by 1d12.
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Primal | This spell can be identified using Nature. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
The monster changes its shape indefinitely.
It can use this action again to return to its natural shape or adopt a new shape.
Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual.
Using Change Shape counts as creating a disguise for the Impersonate use of Deception. It gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise.
The monster’s transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed.
Change Shape abilities specify what shapes the monster can adopt.
The monster doesn’t gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.
| Actions | 1 |
|---|---|
| Free Hands | |
| Skill | |
| Defense | |
| Tool | |
| Sub-actions |
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
|---|
These humanoids are the children of hags and members of other humanoid ancestries.
Charisma measures your character’s personal magnetism and strength of personality.
A high Charisma score helps you influence the thoughts and moods of others.
Charisma governs Deception, Diplomacy, Intimidation, and Performance.
Being Stupefied, Sickened or Frightened reduces your Charisma rolls.
| Frightened | Charisma | Reduces all checks and DCs. |
|---|---|---|
| Sickened | Charisma | Reduces Charisma by the condition value. |
| Mariner's Curse | Sickened | Can prevent recovering from sickened while curse persists. |
| Stupefied | Charisma | Gives status penalty of condition value. |
| Level | 1 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | 30 feet |
| Area | |
| Target | 1 creature |
| Save | Will |
| Duration | 1 hour |
To the target, your words are honey and your visage seems bathed in a dreamy haze.
It must attempt a Will save, with a +4 circumstance bonus if you or your allies recently threatened it or used Hostile Actions against it.
You can Dismiss the spell.
If you use hostile actions against the target, the spell ends.
When the spell ends, the target doesn’t necessarily realize it was charmed unless its friendship with you or the actions you convinced it to take clash with its expectations, meaning you could potentially convince the target to continue being your friend via mundane means.
Heightened (4th) The duration lasts until the next time you make your daily preparations. Heightened (8th) The duration lasts until the next time you make your daily preparations, and you can target up to 10 creatures.
| Critical Success | The target is unaffected and aware you tried to charm it. |
|---|---|
| Success | The target is unaffected but thinks your spell was something harmless instead of charm, unless it identifies the spell (usually with Identify Magic). |
| Failure | The target’s attitude becomes Friendly toward you. If it was friendly, it becomes Helpful. It can’t use Hostile Actions against you. |
| Critical Failure | The target’s attitude becomes helpful toward you, and it can’t use Hostile Actions against you. |
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Emotion | This won't work on creatures with mechanical or artificial intillegence. |
| Incapacitation | This has reduced effect against creatures of higher level. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Mental | This won't work on objects or Mindless creatures, and maybe not Swarm Minds. |
| Occult | This spell can be identified using Occultism. |
| Primal | This spell can be identified using Nature. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
Prerequisites Trained in Deception.
Your charm allows you to win over those you lie to.
When you get a critical success using the Lie action, the target’s attitude toward you improves by one step, as though you’d succeeded at using Diplomacy to Make an Impression.
This works only once per conversation, and if you critically succeed against multiple targets using the same result, you choose one creature’s attitude to improve.
You must be lying to impart seemingly important information, inflate your status, or ingratiate yourself, which trivial or irrelevant lies can’t achieve.
| Feat Type | Skill |
|---|---|
| Level | 1 |
| Skill | Diplomacy |
| Requirement | T |
| Level | 1 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | Touch |
| Area | |
| Target | 1 living or undead creature |
| Save | Fortitude |
| Duration |
Siphoning negative energy into yourself, your hand radiates a pale darkness. Your touch weakens the living and disorients undead, possibly even causing them to flee.
The effect depends on whether the target is living or undead.
Heightened (+1) The negative damage to living creatures increases by 1d4.
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Attack | This is affected by Multiple Attack Penalty. |
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Divine | This spell can be identified using Religion. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Occult | This spell can be identified using Occultism. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
| Level | 3 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | 120 feet |
| Area | |
| Target | 1 creature |
| Save | |
| Duration |
You shoot an utterly cold ray of darkness tinged with unholy energy.
Make a ranged spell attack against the target.
You deal 5d6 cold damage, plus 5d6 evil damage if the target is a celestial.
If the ray passes through an area of magical light or targets a creature affected by magical light, chilling darkness attempts to Counteract the light.
If you need to determine whether the ray passes through an area of light, draw a line between yourself and the spell’s target.
Heightened (+1) The cold damage increases by 2d6, and the evil damage against celestials increases by 2d6.
| Critical Success | The target takes double damage. |
|---|---|
| Success | The target takes full damage. |
| Failure | The target takes no damage. |
| Critical Failure |
| Attack | This is affected by Multiple Attack Penalty. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Divine | This spell can be identified using Religion. |
| Evil | Evil damage harms only good creatures. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
| Level | 5 |
|---|---|
| Components | Material Somatic Verbal |
| Cast Time | |
| Range | 120 feet |
| Area | |
| Target | |
| Save | |
| Duration | 10 minutes |
You create an opaque Wall of light in a single vibrant color.
The wall is straight and vertical, stretching 60 feet long and 30 feet high.
If the wall would pass through a creature, the spell is lost.
The wall sheds bright light for 20 feet on each side, and dim light for the next 20 feet. You can ignore the wall’s effects when passing thorugh, but it still blocks your weapons and effects.
Roll 1d4 to determine the color of the wall. Each color has a particular effect on items, effects, or creatures that attempt to pass through.
Chromatic wall can’t be Counteracted normally; rather, each color is automatically counteracted when targeted by a specific spell, even if that spell’s level is lower than that of chromatic wall.
Heightened (7th) The spell’s duration increases to 1 hour. Roll 1d8 to determine the wall’s color; the results for 5–8 are below.
A red, orange, yellow, or green wall deals an extra 10 damage.
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Material | You must have a free hand to take out components to cast this spell. |
| Occult | This spell can be identified using Occultism. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
| Level | 3 |
|---|---|
| Components | Material Somatic Verbal |
| Cast Time | |
| Range | Touch |
| Area | |
| Target | 10-foot Emanation centred on the touched creature |
| Save | Will |
| Duration | 1 minute |
You ward a creature and those nearby against a specified alignment.
Choose , , , or ; this spell gains the opposing trait.
Creatures in the area gain a +1 status bonus to AC against attacks by creatures of the chosen alignment and to saves against effects from such creatures.
This bonus increases to +3 against effects from such creatures that directly control the target and attacks made by summoned creatures of the chosen alignment.
Summoned creatures of the chosen alignment can’t willingly enter the area without succeeding at a Will save; repeated attempts use the first save result.
Heightened (4th) The duration increases to 1 hour.
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
|---|---|
| Divine | This spell can be identified using Religion. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Material | You must have a free hand to take out components to cast this spell. |
| Occult | This spell can be identified using Occultism. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Uncommon | You can't normally gain this by character advancement. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
Requirements You have both hands free (or just one hand if you have Combat Climber).
You move up, down, or across an incline. Unless it’s particularly easy, you must attempt an Athletics check. The GM determines the DC based on the nature of the incline and environmental circumstances. You’re Flat-Footed unless you have a climb Speed or Combat Climber.
You can use Tumble Through to climb though an opponent's square.
| Critical Success | You move up, across, or safely down the incline for 5 feet plus 5 feet per 20 feet of your land Speed (a total of 10 feet for most PCs). |
|---|---|
| Success | You move up, across, or safely down the incline for 5 feet per 20 feet of your land Speed (a total of 5 feet for most PCs, minimum 5 feet if your Speed is below 20 feet). |
| Failure | |
| Critical Failure | You fall. If you began the climb on stable ground, you fall and land Prone. |
If you have Quick Climb, you move 5 more feet on a success and 10 more feet on a critical success, to a maximum of your Speed.
| Actions | 1 |
|---|---|
| Free Hands | 2 |
| Skill | Athletics |
| Defense | |
| Tool | |
| Sub-actions |
| Combat Climber | Climb | Not flat-footed when climbing and need only 1 hand. |
|---|---|---|
| Incline | Climb | You're flat-footed while climbing an incline. |
| Quick Climb | Climb | Increases speeds by +5/+10 or gives climb speed if Legend. |
| Athletics | Climb | |
| Strength | Athletics | Key ability for this skill. |
| Enfeebled | Strength | Reduces Strength by the condition value. |
| Sickened | Strength | Reduces Strength by the condition value. |
| Mariner's Curse | Sickened | Can prevent recovering from sickened while curse persists. |
| Level | 5 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | 30 feet |
| Area | |
| Target | 1 creature |
| Save | Will |
| Duration | 1 minute |
A cloak of swirling colors shrouds the target.
Creatures are Dazzled while adjacent to it, and attacking the target causes a brilliant flash of light.
A creature that hits the target with a melee attack must attempt a Will save.
| Critical Success | |
|---|---|
| Success | The attacker is unaffected. |
| Failure | The attacker is Blinded for 1 round. |
| Critical Failure | The attacker is Stunned for 1 round. |
The creature is temporarily immune until the end of its turn; the effect on a melee attack has the Incapacitation trait.
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Incapacitation | This has reduced effect against creatures of higher level. |
| Illusion | It may be possible to disbelieve this with Perception vs its DC. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Occult | This spell can be identified using Occultism. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
| Visual | This works only against creatures that can see it and are not Blinded. |
Prerequisites Legendary in Athletics.
Your unparalleled athletic skill allows you to jump impossible distances.
Triple the distance you Long Jump (so you could jump 60 feet on a successful DC 20 check). Unless you use extra actions (as below) you can't jump further than your Speed.
When you High Jump, use the calculation for a Long Jump but don’t triple the distance.
When you Long Jump or High Jump, you can also increase the number of actions you use (up to the number of actions you have remaining in your turn) to jump even further. For each extra action, add your Speed to the maximum distance you jump.
| Feat Type | Skill |
|---|---|
| Level | 15 |
| Skill | Athletics |
| Requirement | L |
| Level | 5 |
|---|---|
| Components | Material Somatic Verbal |
| Cast Time | |
| Range | 120 feet |
| Area | 20 foot Burst |
| Target | |
| Save | Fortitude |
| Duration | 1 minute |
You conjure a poisonous fog.
This functions as Obscuring Mist, except the area moves 10 feet away from you each round.
You deal 6d8 poison damage to each breathing creature that starts its turn in the spell’s area.
You can Dismiss the spell.
Heightened (+1) The damage increases by 1d8.
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Material | You must have a free hand to take out components to cast this spell. |
| Primal | This spell can be identified using Nature. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
Your movements become clumsy and inexact.
Clumsy always includes a value. You take a status penalty equal to the condition value to Dexterity-based checks and DCs, including AC, Reflex saves, ranged attack rolls, and skill checks using Acrobatics, Stealth, and Thievery.
With threats either veiled or overt, you attempt to bully a creature into doing what you want.
You must spend at least 1 minute of conversation with a creature you can see and that can either see or sense you.
At the end of the conversation, attempt an Intimidation check against the target’s Will DC, modified by any circumstances the GM determines.
| Critical Success | The target gives you the information you seek or agrees to follow your directives so long as they aren’t likely to harm the target in any way. The target continues to comply for an amount of time determined by the GM but not exceeding 1 day, at which point the target becomes Unfriendly (if they weren’t already unfriendly or Hostile). However, the target is too scared of you to retaliate—at least in the short term. |
|---|---|
| Success | As critical success, but once the target becomes Unfriendly, they might decide to act against you—for example, by reporting you to the authorities or assisting your enemies. |
| Failure | The target doesn’t do what you say, and if they were not already Unfriendly or Hostile, they become unfriendly. |
| Critical Failure | The target refuses to comply, becomes Hostile if they weren’t already, and can’t be Coerced by you for at least 1 week. |
| Actions | |
|---|---|
| Free Hands | |
| Skill | Intimidation |
| Defense | Will |
| Tool | |
| Sub-actions |
| Auditory | This works only against creatures that can hear it and are not Deafened. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Emotion | This won't work on creatures with mechanical or artificial intillegence. |
| Exploration | This can only be used in Exploration Mode, not Encounter Mode (ie, not combat). |
| Linguistic | Your target must be able to understand your language. |
| Mental | This won't work on objects or Mindless creatures, and maybe not Swarm Minds. |
| Group Coercion | Coerce | Can Coerce more targets based on proficiency. |
|---|---|---|
| Intimidating Prowess | Coerce | Gain +1/+2 circumstance if you can menace target. |
| Lasting Coercion | Coerce | Makes compliance last a week or month. |
| Quick Coercion | Coerce | Takes only 1 round, not 1 minute. |
| Intimidation | Coerce | |
| Charisma | Intimidation | Key ability for this skill. |
| Frightened | Charisma | Reduces all checks and DCs. |
| Sickened | Charisma | Reduces Charisma by the condition value. |
| Mariner's Curse | Sickened | Can prevent recovering from sickened while curse persists. |
| Stupefied | Charisma | Gives status penalty of condition value. |
| Feral Mutagen | Intimidation | Allows Bestial Mutagen to grant an item bonus. |
Effects with this trait deal cold damage.
Creatures with this trait have a magical connection to cold.
| Level | 6 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | |
| Area | 30 foot Emanation |
| Target | Up to 2 creatures |
| Save | Will |
| Duration |
You teleport the targets to new positions within the area.
The creatures must each be able to fit in their new space, and their positions must be unoccupied, entirely within the area, and in your line of sight.
Unwilling creatures can attempt a Will save.
Heightened (+1) The number of targets increases by 1.
| Critical Success | The target can teleport if it wants, but it chooses the destination within range. |
|---|---|
| Success | The target is unaffected. |
| Failure | You teleport the target and choose its destination. |
| Critical Failure |
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Occult | This spell can be identified using Occultism. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
| Level | 1 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | |
| Area | 15 foot Cone |
| Target | |
| Save | |
| Duration | 1 or more rounds |
Swirling colors affect viewers based on their Will saves.
| Critical Success | The creature is unaffected. |
|---|---|
| Success | The creature is Dazzled for 1 round. |
| Failure | The creature is Stunned 1, Blinded for 1 round, and Dazzled for 1 minute. |
| Critical Failure | The creature is Stunned for 1 round and Blinded for 1 minute. |
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Incapacitation | This has reduced effect against creatures of higher level. |
| Illusion | It may be possible to disbelieve this with Perception vs its DC. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Occult | This spell can be identified using Occultism. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
| Visual | This works only against creatures that can see it and are not Blinded. |
Prerequisites Trained in Athletics.
Your techniques allow you to fight as you climb.
You’re not Flat-Footed while Climbing and can Climb with a hand occupied.
You must still use another hand and both legs to Climb.
| Feat Type | Skill |
|---|---|
| Level | 1 |
| Skill | Athletics |
| Requirement | T |
Frequency Once per round.
Trigger You use Quick Alchemy to craft an alchemical item that has the trait and is at least 2 levels lower than your Advanced Alchemy level.
You’ve discovered how to mix two elixirs into a single hybrid concoction.
You can spend 2 additional batches of infused reagents to add a second elixir to the one you’re crafting.
The second elixir must also be at least 2 levels lower than your advanced alchemy level, and the combination elixir is an alchemical item two levels higher than the higher of the two elixirs’ levels.
When this combination elixir is consumed, both the constituent elixirs take effect. For example, you can combine two elixirs of life to create a combined elixir that heals twice the normal amount, or you can combine a lesser darkvision elixir with a lesser eagle-eye elixir to both gain darkvision and find secret doors.
| Actions | Free |
|---|---|
| Free Hands | |
| Skill | |
| Defense | |
| Tool | |
| Sub-actions | Quick Alchemy |
| Feat Type | Class |
|---|---|
| Level | 6 |
| Class | Alchemist |
| Additive | One per alchemy item, increases item level by the given amount. |
|---|
| Level | 1 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | 30 feet |
| Area | |
| Target | 1 creature |
| Save | Will |
| Duration | Until the end of the target's next turn |
You shout a command that’s hard to ignore.
You can command the target to approach you, run away (as if it had the Fleeing condition), release what it’s holding, Drop Prone, or stand in place.
It can’t Delay or take any reactions until it has obeyed your command.
The effects depend on the target’s Will save.
Heightened (5th) You can target up to 10 creatures.
| Critical Success | |
|---|---|
| Success | The creature is unaffected. |
| Failure | For the first action on its next turn, the creature must use a single action to do as you command. |
| Critical Failure | The target must use all its actions on its next turn to obey your command. |
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Auditory | This works only against creatures that can hear it and are not Deafened. |
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Divine | This spell can be identified using Religion. |
| Linguistic | Your target must be able to understand your language. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Mental | This won't work on objects or Mindless creatures, and maybe not Swarm Minds. |
| Occult | This spell can be identified using Occultism. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
You issue an order to an animal.
Attempt a Nature check against the animal’s Will DC. The GM might adjust the DC if the animal has a good attitude toward you, you suggest a course of action it was predisposed toward, or you offer it a treat.
You automatically fail if the animal is hostile or unfriendly to you. If the animal is helpful to you, increase your degree of success by one step.
You might be able to Command an Animal more easily with a feat like Ride.
Most animals know the Leap, Seek, Stand, Stride, and Strike basic actions.
If an animal knows an activity, such as a horse’s Gallop, you can Command the Animal to perform the activity, but you must spend as many actions on Command an Animal as the activity’s number of actions.
You can also spend multiple actions to Command the Animal to perform that number of basic actions on its next turn; for instance, you could spend 3 actions to Command an Animal to Stride three times or to Stride twice and then Strike.
Issuing commands to an animal doesn’t always go smoothly. An animal is an independent creature with limited intelligence. Most animals understand only the simplest instructions, so you might be able to instruct your animal to move to a certain square but not dictate a specific path to get there, or command it to attack a certain creature but not to make its attack nonlethal. The GM decides the specifics of the action your animal uses.
The animal does what you commanded as soon as it can, usually as its first action on its next turn. If you successfully commanded it multiple times, it does what you said in order. It forgets all commands beyond what it can accomplish on its turn.
If multiple people command the same animal, the GM determines how the animal reacts. The GM might also make the DC higher if someone has already tried to Command the Animal that round.
| Critical Success | |
|---|---|
| Success | The animal does as you command on its next turn. |
| Failure | The animal is hesitant or resistant, and it does nothing. |
| Critical Failure | The animal misbehaves or misunderstands, and it takes some other action determined by the GM. |
"It does nothing" on a failure means that it does nothing in response to your commands, not that it does nothing at all. You cannot cause a hostile animal to stop attacking and stand still by failing to Command it.
| Auditory | This works only against creatures that can hear it and are not Deafened. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Ride | Command an Animal | Animals always move when you're mounted on them. |
|---|---|---|
| Nature | Command an Animal | |
| Unified Theory | Nature | Can use Arcana instead for magic related checks. |
| Wisdom | Nature | Key ability for this skill. |
| Frightened | Wisdom | Reduces all checks and DCs. |
| Sickened | Wisdom | Reduces Wisdom by the condition value. |
| Mariner's Curse | Sickened | Can prevent recovering from sickened while curse persists. |
| Stupefied | Wisdom | Gives status penalty of condition value. |
| Level | 2 |
|---|---|
| Components | |
| Cast Time | |
| Range | 30 feet |
| Area | |
| Target | 1 creature |
| Save | |
| Duration | 1 hour |
The target can understand the meaning of a single language it is hearing or reading when you cast the spell.
This doesn’t let it understand codes, language couched in metaphor, and the like (subject to GM discretion).
If the target can hear multiple languages and knows that, it can choose which language to understand; otherwise, choose one of the languages randomly.
Heightened (3rd) The target can also speak the language.
Heightened (4th) You can target up to 10 creatures, and targets can also speak the language.
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Divine | This spell can be identified using Religion. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Occult | This spell can be identified using Occultism. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
You hide a small object on your person (such as a weapon of light Bulk).
When you try to sneak a concealed object past someone who might notice it, the GM rolls your Stealth check and compares it to this passive observer’s Perception DC.
Once the GM rolls your check for a concealed object, that same result is used no matter how many passive observers you try to sneak it past.
If a creature is specifically searching you for an item, it can attempt a Perception check against your Stealth DC (finding the object on success).
You can also conceal an object somewhere other than your person, such as among undergrowth or in a secret compartment within a piece of furniture. In this case, characters Seeking in an area compare their Perception check results to your Stealth DC to determine whether they find the object.
| Critical Success | |
|---|---|
| Success | The object remains undetected. |
| Failure | The searcher finds the object. |
| Critical Failure |
| Actions | 1 |
|---|---|
| Free Hands | |
| Skill | Stealth |
| Defense | Perception |
| Tool | |
| Sub-actions |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
|---|---|
| Secret | The GM makes the roll for this in secret. |
| Stealth | Conceal an Object | |
|---|---|---|
| Cover | Stealth | Gives +2/+4 circumstance to checks to avoid detection. |
| Mounted Combat | Cover | You have lesser cover if your mount would be in the way of an attack. |
| Dexterity | Stealth | Key ability for this skill. |
| Clumsy | Dexterity | Gives status penalty to Dexterity equal to condition value. |
| Frightened | Dexterity | Reduces all checks and DCs. |
| Sickened | Dexterity | Reduces Dexterity by the condition value. |
| Mariner's Curse | Sickened | Can prevent recovering from sickened while curse persists. |
Hiding your gestures and incantations within other speech and movement, you attempt to conceal the fact that you are Casting a Spell.
If the next action you use is to Cast a Spell, attempt a Stealth check against one or more observers’ Perception DCs; if the spell has verbal components, you must also attempt a Deception check against the observers’ Perception DC.
If you succeed at your check (or checks) against an observer’s DC, that observer doesn’t notice you’re casting a spell, even though material, somatic, and verbal components are usually noticeable and spells normally have sensory manifestations that would make spellcasting obvious to those nearby.
This ability hides only the spell’s spellcasting actions and manifestations, not its effects, so an observer might still see a ray streak out from you or see you vanish into thin air.
| Actions | 1 |
|---|---|
| Free Hands | |
| Skill | Perception Deception |
| Defense | |
| Tool | |
| Sub-actions |
| Feat Type | Class |
|---|---|
| Level | 2 |
| Class | Wizard |
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
|---|---|
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Metamagic | You must use this immediately before casting a spell. |
| Stealth | Conceal Spell | |
|---|---|---|
| Cover | Stealth | Gives +2/+4 circumstance to checks to avoid detection. |
| Mounted Combat | Cover | You have lesser cover if your mount would be in the way of an attack. |
| Dexterity | Stealth | Key ability for this skill. |
| Clumsy | Dexterity | Gives status penalty to Dexterity equal to condition value. |
| Frightened | Dexterity | Reduces all checks and DCs. |
| Sickened | Dexterity | Reduces Dexterity by the condition value. |
| Mariner's Curse | Sickened | Can prevent recovering from sickened while curse persists. |
| Deception | Conceal Spell | |
| Charisma | Deception | Key ability for this skill. |
| Frightened | Charisma | Reduces all checks and DCs. |
| Sickened | Charisma | Reduces Charisma by the condition value. |
| Mariner's Curse | Sickened | Can prevent recovering from sickened while curse persists. |
| Stupefied | Charisma | Gives status penalty of condition value. |
While you are concealed from a creature, such as in a thick fog, you are difficult for that creature to see. You can still be observed, but you’re tougher to target.
A creature that you’re concealed from must succeed at a DC 5 flat check when targeting you with an attack, spell, or other effect. If the check fails, the attack, spell, or effect doesn’t affect you.
Area effects aren’t subject to this flat check.
If a creature with vision as their only precise sense is Dazzled, all creatures are concealed to them.
Creatures with Low-Light Vision ignore concealment from being in dim light.
| Faerie Fire | Concealed | Prevents a creature becoming concealed unless invisible. |
|---|---|---|
| Uncanny Bombs | Concealed | Can make flat check succeed when bombing a creature. |
An action with this trait requires a degree of mental concentration and discipline.
You can't use an action with the Concentrate trait while raging unless the action also has the Rage trait.
You can't use a Concentrate action while Fascinated unless it relates to the object of your fascination.
A cone shoots out from you in a quarter circle on the grid.
When you aim a cone, the first square of that cone must share an edge with your space if you’re aiming orthogonally, or it must touch a corner of your space if you’re aiming diagonally.
If you’re Large or larger, the first square can run along the edge of any square of your space.
You can’t aim a cone so that it overlaps your space.
The cone extends out for a number of feet, widening as it goes, as shown in the Areas diagram.
For instance, when a green dragon uses its breath weapon, it breathes a cone of poisonous gas that originates at the edge of one square of its space and affects a quarter-circle area 30 feet on each edge.
If you make a cone originate from someone or something else, follow these same rules, with the first square of the cone using an edge or corner of that creature or object’s space instead of your own.
Measure the distance to the target in the standard way, with every other diagonal square counted as 10'.
This has the effect that cones become less wide at the very end of their range.
If the cone originates at the corner of a square, targets not in the quadrant of the area bounded by that corner cannot be affected.
If the cone originates at the edge of a square, targets only reached by moving parallel to that edge more often than away from it cannot be affected.
A cone's width at a given point is not equal to the distance of the centre from the point of origin. (That's that other game.)
| Level | 5 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | |
| Area | 60 foot Cone |
| Target | |
| Save | Reflex |
| Duration |
Icy cold rushes forth from your hands.
You deal 12d6 cold damage to creatures in the area.
They can attempt a basic Reflex save.
Heightened (+1) The damage increases by 2d6.
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Primal | This spell can be identified using Nature. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
Prerequisites Expert in Deception.
Even when caught in falsehoods, you pile lie upon lie.
Reduce the circumstance bonus a target gains for your previous attempts to Create a Diversion or Lie to it from +4 to +2.
If you’re a master in Deception, reduce the bonus to +1, and if you’re legendary, your targets don’t get these bonuses at all.
| Feat Type | Skill |
|---|---|
| Level | 2 |
| Skill | Deception |
| Requirement | E |
You don’t have your wits about you, and you attack wildly.
You are Flat-Footed, you don’t treat anyone as your ally (though they might still treat you as theirs).
You can’t Delay, Ready, or use reactions.
You use all your actions to Strike or cast offensive cantrips, though the GM can have you use other actions to facilitate attack, such as draw a weapon, move so that a target is in reach, and so forth.
Your targets are determined randomly by the GM. If you have no other viable targets, you target yourself, automatically hitting but not scoring a critical hit.
If it’s impossible for you to attack or cast spells, you babble incoherently, wasting your actions.
Each time you take damage from an attack or spell, you can attempt a DC 11 flat check to recover from your confusion and end the condition.
| Level | 4 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | 30 feet |
| Area | |
| Target | 1 creature |
| Save | Will |
| Duration | 1 minute |
You befuddle your target with strange impulses, causing it to act randomly.
The effects are determined by the target’s Will save.
You can Dismiss the spell.
Heightened (8th) You can target up to 10 creatures.
| Critical Success | The target is unaffected. |
|---|---|
| Success | The target babbles incoherently and is Stunned 1. |
| Failure | The target is Confused for 1 mintue. It can attempt a new save at the end of each of its turns to end the confusion. |
| Critical Failure | The target is Confused for 1 minute with no save to end early. |
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Emotion | This won't work on creatures with mechanical or artificial intillegence. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Mental | This won't work on objects or Mindless creatures, and maybe not Swarm Minds. |
| Occult | This spell can be identified using Occultism. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
Conjuration spells transport creatures via teleportation, create an object, or bring a creature or object from somewhere else (typically from another plane) to follow your commands.
Conjuration spells often have the trait, and the creatures summoned by conjuration spells have the trait.
Prerequisites Expert in Society, Courtly Graces.
You have social connections you can leverage to trade favors or meet important people.
When you’re in an area with connections (typically a settlement where you’ve spent downtime building connections, or possibly another area in the same nation), you can attempt a Society check to arrange a meeting with an important political figure or ask for a favor in exchange for a later favor of your contact’s choice.
The GM decides the DC based on the difficulty of the favor and the figure’s prominence.
| Feat Type | Skill |
|---|---|
| Level | 2 |
| Skill | Society |
| Requirement | E |
A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited.
If a constant spell gets Counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.
Constitution measures your character’s overall health and stamina.
Constitution is an important statistic for all characters, especially those who fight in close combat.
Your Constitution modifier is added to your Hit Points and Fortitude saving throws.
Constitution does not govern any skills.
Being Drained reduces your Constitution.
| Drained | Constitution | Reduces Constitution by the condition value. |
|---|---|---|
| Fast Recovery | Drained | Increases the effectiveness of saves. |
| Frightened | Constitution | Reduces all checks and DCs. |
| Sickened | Constitution | Reduces Constitution by the condition value. |
| Mariner's Curse | Sickened | Can prevent recovering from sickened while curse persists. |
The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it.
Each of those creatures can attempt a basic Fortitude save with the listed DC.
Greater Constrict resembles Constrict but creatures who fail the basic save also fall unconscious.
| Actions | 1 |
|---|---|
| Free Hands | |
| Skill | |
| Defense | Fortitude |
| Tool | |
| Sub-actions |
A construct is an artificial creature empowered by a force other than necromancy.
Constructs are often ; they are immune to bleed damage, effects, , , , nonlethal attacks, , and the Doomed, Drained, Fatigued, Paralyzed, Sickened, and Unconscious conditions; and they may have Hardness based on the materials used to construct their bodies.
Constructs are not living creatures, nor are they .
When reduced to 0 Hit Points, a construct creature is destroyed.
| Level | 7 |
|---|---|
| Components | Material Somatic Verbal |
| Cast Time | 10 minutes |
| Range | |
| Area | |
| Target | |
| Save | |
| Duration | 24 hours |
You prepare a spell that will trigger later.
While casting contingency, you also cast another spell of 4th level or lower with a casting time of no more than 3 actions.
This companion spell must be one that can affect you.
You must make any decisions for the spell when you cast contingency, such as choosing a damage type for Resist Energy.
During the casting, choose a Trigger under which the spell will be cast, using the same restrictions as for the trigger of a Ready action.
Once contingency is cast, you can cause the companion spell to come into effect as a reaction with that trigger.
It affects only you, even if it would affect more creatures.
If you define complicated conditions, as determined by the GM, the trigger might fail.
If you cast contingency again, the newer casting supersedes the older.
Heightened (8th) You can choose a spell of 5th level or lower.
Heightened (9th) You can choose a spell of 6th level or lower.
Heightened (10th) You can choose a spell of 7th level or lower.
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Material | You must have a free hand to take out components to cast this spell. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
| Level | 2 |
|---|---|
| Components | Material Somatic Verbal |
| Cast Time | |
| Range | Touch |
| Area | |
| Target | |
| Save | |
| Duration | Unlimited |
A magical flame springs up from the object, as bright as a Torch. A torch sheds bright light in a 20-foot radius (and Dim Light to the next 20 feet).
It doesn’t need oxygen, react to water, or generate heat.
The material component for the spell is ruby dust. The required value depends on the level. The casting level makes no difference except to how hard the spell is to Counteract.
| Level | Cost |
|---|---|
| 2 | 6 gp |
| 3 | 16 gp |
| 4 | 30 gp |
| 5 | 60 gp |
| 6 | 120 gp |
| 7 | 270 gp |
| 8 | 540 gp |
| 9 | 1350 gp |
| 10 | 3350 gp |
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Divine | This spell can be identified using Religion. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Material | You must have a free hand to take out components to cast this spell. |
| Occult | This spell can be identified using Occultism. |
| Primal | This spell can be identified using Nature. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
Prerequisites Expert in Medicine.
You zealously monitor a patient’s progress to administer treatment faster.
When you Treat Wounds, your patient becomes immune for only 10 minutes instead of 1 hour.
This applies only to your Treat Wounds activities, not any other the patient receives.
| Feat Type | Skill |
|---|---|
| Level | 2 |
| Skill | Medicine |
| Requirement | E |
| Level | 5 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | 500 feet |
| Area | 50 feet long by 50 feet wide |
| Target | |
| Save | |
| Duration |
By imposing your will upon the water, you can raise or lower the level of water in the chosen area by 10 feet.
creatures in the area are subjected to the effects of Slow.
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Primal | This spell can be identified using Nature. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
Someone else is making your decisions for you, usually because you’re being commanded or magically dominated.
The controller dictates how you act and can make you use any of your actions, including attacks, reactions, or even Delay.
The controller usually does not have to spend their own actions when controlling you.
Some effects try to counteract spells, afflictions, conditions, or other effects. Counteract checks compare the power of two forces and determine which defeats the other.
Successfully counteracting an effect ends it unless noted otherwise.
When attempting a counteract check, add the relevant skill modifier or other appropriate modifier to your check against the target’s DC.
For spells that are used to counteract, the counteract check modifier is your spellcasting ability modifier plus your spellcasting proficiency bonus, plus any bonuses and penalties that specifically apply to counteract checks.
What you can counteract depends on the check result, the target’s counteract level, and the level of the effect you are counteracting with.
| Effect type | DC | Counteract Level |
|---|---|---|
| Affliction | Per stat block | Affliction's level / 2, rounded up |
| Spell | Caster's DC | Spell's level |
| Other | GM decides based on standard level DC | Effect or creature's level / 2, rounded up |
Chromatic Wall can't be counteracted normally.
| Critical Success | Counteract the target if its counteract level is no more than 3 levels higher than your effect’s counteract level. |
|---|---|
| Success | Counteract the target if its counteract level is no more than 1 level higher than your effect’s counteract level. |
| Failure | Counteract the target if its counteract level is lower than your effect’s counteract level. |
| Critical Failure | You fail to counteract the target. |
Trigger A creature Casts a Spell that you have prepared.
When a foe Casts a Spell and you can see its manifestations, you can use your own magic to disrupt it.
You expend a prepared spell to counter the triggering creature’s casting of that same spell. You lose your spell slot as if you had cast the triggering spell.
You then attempt to Counteract the triggering spell.
| Actions | Reaction |
|---|---|
| Free Hands | |
| Skill | |
| Defense | |
| Tool | |
| Sub-actions |
| Feat Type | Class |
|---|---|
| Level | 1 |
| Class | Wizard |
| Arcane | This spell can be identified using Arcana. |
|---|
Prerequisites Trained in Society.
You were raised among the nobility or have learned proper etiquette and bearing, allowing you to present yourself as a noble and play games of influence and politics.
You can use Society to Make an Impression on a noble, as well as with Impersonate to pretend to be a noble if you aren’t one.
If you want to impersonate a specific noble, you still need to use Deception to Impersonate normally, and to Lie when necessary.
| Feat Type | Skill |
|---|---|
| Level | 1 |
| Skill | Society |
| Requirement | T |
This monster can form a coven with two or more other creatures who also have the coven ability.
This involves performing an 8-hour ceremony with all prospective coven members.
After the coven is formed, each of its members gains Elite adjustments, adjusting their levels accordingly.
Coven members can sense other members’ locations and conditions by spending a single action, which has the Concentrate trait, and can sense what another coven member is sensing as a two-action activity, which has the concentrate trait as well.
Covens also grant spells and rituals to their members, but these can be cast only in cooperation between three coven members who are all within 30 feet of one another. A coven member can contribute to a coven spell with a single-action spellcasting activity that has a single verbal component. If two coven members have contributed these actions within the last round, a third member can cast a coven spell on her turn by spending the normal spellcasting actions.
A coven can cast its coven spells an unlimited number of times but can cast only one coven spell each round.
All covens grant the 8th-level Baleful Polymorph spell and all the following spells, which the coven can cast at any level up to 5th: Augury, Charm, Clairaudience, Clairvoyance, Dream Message, Illusory Disguise, Illusory Scene, Prying Eye, and Talking Corpse.
A coven can also cast the Control Weather ritual with a DC of 23 instead of the standard DC.
Individual creatures with the coven ability also grant additional spells to any coven they join.
If a coven member leaving the coven or the death of a coven member brings the coven below three members, the remaining members keep their elite adjustments for 24 hours, but without enough members to contribute the necessary actions, they can’t cast coven spells.
| Mental | This won't work on objects or Mindless creatures, and maybe not Swarm Minds. |
|---|---|
| Occult | This spell can be identified using Occultism. |
When you’re behind an obstacle that could block weapons, guard you against explosions, and make you harder to detect, you’re behind cover.
Standard cover gives you a +2 circumstance bonus to AC, to Reflex saves against area effects, and to Stealth checks to Hide, Sneak, or otherwise avoid detection.
You can increase this to Greater Cover using the Take Cover basic action, increasing the circumstance bonus to +4.
If cover is especially light, typically when it’s provided by a creature, you have lesser cover, which grants a +1 circumstance bonus to AC.
A creature with standard cover or greater cover can attempt to use Stealth to Hide, but lesser cover isn’t sufficient.
Cover is relative, so you might simultaneously have cover against one creature and not another.
Cover applies only if your path to the target is partially blocked. If a creature is entirely behind a wall or the like, you don’t have Line of Effect and typically can’t target it at all.
Usually, the GM can quickly decide whether your target has cover. If you’re uncertain or need to be more precise, draw a line from the center of your space to the center of the target’s space. If that line passes through any terrain or object that would block the effect, the target has standard cover (or greater cover if the obstruction is extreme or the target has Taken Cover). If the line passes through a creature instead, the target has lesser cover.
When measuring cover against an area effect, draw the line from the effect’s point of origin to the center of the creature’s space.
If a creature between you and a target is two or more sizes larger than both you and your target, that creature’s space blocks the effect enough to provide standard cover instead of lesser cover. The GM might determine that a creature doesn’t gain cover from terrain that it’s significantly larger than. For example, a Huge dragon probably wouldn’t receive any benefit from being behind a 1-foot-wide pillar.
Your GM might allow you to overcome your target’s cover in some situations. If you’re right next to an arrow slit, you can shoot without penalty, but you have greater cover against someone shooting back at you from far away. Your GM might let you reduce or negate cover by leaning around a corner to shoot or the like. This usually takes an action to set up, and the GM might measure cover from an edge or corner of your space instead of your center.
| Mounted Combat | Cover | You have lesser cover if your mount would be in the way of an attack. |
|---|
You cover your tracks, moving up to half your travel Speed.
You don't need to attempt a Survival check to cover your tracks, but anyone tracking you must succeed at a Survival check against your Survival DC if it is higher than the normal DC to Track.
In some cases, you might Cover Tracks in an encounter. In this case, Cover Tracks is a single action and doesn’t have the exploration trait.
| Actions | 1 |
|---|---|
| Free Hands | |
| Skill | Survival |
| Defense | |
| Tool | |
| Sub-actions |
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
|---|---|
| Exploration | This can only be used in Exploration Mode, not Encounter Mode (ie, not combat). |
| Trained | You must be trained in the relevant skill to use this. Having Untrained Improvisation is not sufficient. |
| Survival | Cover Tracks | |
|---|---|---|
| Terrain Expertise | Survival | +1 circumstance in terrain you know. |
| Wisdom | Survival | Key ability for this skill. |
| Frightened | Wisdom | Reduces all checks and DCs. |
| Sickened | Wisdom | Reduces Wisdom by the condition value. |
| Mariner's Curse | Sickened | Can prevent recovering from sickened while curse persists. |
| Stupefied | Wisdom | Gives status penalty of condition value. |
You can make an item from raw materials.
You need the Alchemical Crafting skill feat to create alchemical items, the Magical Crafting skill feat to create magic items, and the Snare Crafting feat to create snares.
You can Craft items with the consumable trait in batches, making up to four of the same item at once with a single check. This requires you to include the raw materials for all the items in the batch at the start, and you must complete the batch all at once.
You also Craft non-magical ammunition in batches, using the quantity listed in Table 6–8: Ranged Weapons (typically 10).
To Craft an item, you must meet the following requirements:
You must spend 4 days at work, at which point you attempt a Crafting check. The GM determines the DC to Craft the item based on its level, rarity, and other circumstances.
If your attempt to create the item is successful, you expend the raw materials you supplied.
You can pay the remaining portion of the item’s Price in materials to complete the item immediately, or you can spend additional downtime days working on it.
For each additional day you spend, reduce the value of the materials you need to expend to complete the item. This amount is determined using Table 4–2: Income Earned (page 236), based on your proficiency rank in Crafting and using your own level instead of a task level.
After any of these downtime days, you can complete the item by spending the remaining portion of its Price in materials.
If the downtime days you spend are interrupted, you can return to finish the item later, continuing where you left off.
| Critical Success | Your attempt is successful. Each additional day spent Crafting reduces the materials needed to complete the item by an amount based on your level + 1 and your proficiency rank in Crafting. |
|---|---|
| Success | Your attempt is successful. Each additional day spent Crafting reduces the materials needed to complete the item by an amount based on your level and your proficiency rank. |
| Failure | You fail to complete the item. You can salvage the raw materials you supplied for their full value. If you want to try again, you must start over. |
| Critical Failure | You fail to complete the item. You ruin 10% of the raw materials you supplied, but you can salvage the rest. If you want to try again, you must start over. |
| Actions | |
|---|---|
| Free Hands | |
| Skill | Crafting |
| Defense | |
| Tool | |
| Sub-actions |
| Exploration | This can only be used in Exploration Mode, not Encounter Mode (ie, not combat). |
|---|---|
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Alchemical Crafting | Craft | Can craft alchemical items. |
|---|---|---|
| Craft Anything | Craft | Ignore requirements other than feat, level, proficiency and cost. |
| Efficient Alchemy | Craft | Allows larger batches to be produced without extra time. |
| Improbable Elixirs | Craft | Lets you craft potions as alchemical items. |
| Inventor | Craft | You can craft formulas. |
| Magical Crafting | Craft | Can craft magic items. |
| Snare Crafting | Craft | Can craft snares. |
| Specialty Crafting | Craft | Gives +1/+2 circumstance to craft your specialty. |
| Impeccable Crafting | Specialty Crafting | Promotes hits to crits when crafting specialites. |
| Crafting | Craft | |
| Intelligence | Crafting | Key ability for this skill. |
| Frightened | Intelligence | Reduces all checks and DCs. |
| Sickened | Intelligence | Reduces Intelligence by the condition value. |
| Mariner's Curse | Sickened | Can prevent recovering from sickened while curse persists. |
| Stupefied | Intelligence | Gives status penalty of condition value. |
Prerequisites Legendary in Crafting.
You can find ways to craft just about anything, despite restrictions.
As long as you have the appropriate Crafting skill feat (such as Magical Crafting for magic items) and meet the item’s level and proficiency requirement, you ignore just about any other requirement, such as being of a specific ancestry or providing spells.
The only exceptions are requirements that add to the item’s cost, including castings of spells that themselves have a cost, and requirements of special items such as the philosopher’s stone that have exclusive means of access and Crafting.
The GM decides whether you can ignore a requirement.
| Feat Type | Skill |
|---|---|
| Level | 15 |
| Skill | Crafting |
| Requirement | L |
Your research has paid off, culminating in the legendary Philosopher’s Stone.
You learn the formula for the philosopher’s stone and can add it to your formula book.
| Feat Type | Class |
|---|---|
| Level | 20 |
| Class | Alchemist |
Key Ability Intelligence.
You can use this skill to create, understand, and repair items.
Actions for this skill:
Feats for this skill:
| Intelligence | Crafting | Key ability for this skill. |
|---|---|---|
| Frightened | Intelligence | Reduces all checks and DCs. |
| Sickened | Intelligence | Reduces Intelligence by the condition value. |
| Mariner's Curse | Sickened | Can prevent recovering from sickened while curse persists. |
| Stupefied | Intelligence | Gives status penalty of condition value. |
Requirements: You are Prone and your Speed is at least 10'.
You move 5 feet by crawling and remain Prone.
If you have Nimble Crawl you can crawl up to half your speed, or your full speed if you're also master in Acrobatics.
| Actions | 1 |
|---|---|
| Free Hands | |
| Skill | |
| Defense | |
| Tool | |
| Sub-actions |
| Nimble Crawl | Crawl | You can crawl at half or full speed. |
|---|
With a gesture, a trick, or some distracting words, you can create a diversion that draws creatures’ attention elsewhere.
If you use a gesture or trick, this action gains the Manipulate trait. If you use distracting words, it gains the Auditory and Linguistic traits.
Attempt a single Deception check and compare it to the Perception DCs of the creatures whose attention you’re trying to divert.
Whether or not you succeed, creatures you attempt to divert gain a +4 circumstance bonus to their Perception DCs against your attempts to Create a Diversion for 1 minute.
| Critical Success | |
|---|---|
| Success | You become Hidden to each creature whose Perception DC is less than or equal to your result. The hidden condition allows you to Sneak away. This lasts until the end of your turn or until you do anything except Step or use the Hide or the Sneak action of the Stealth skill. If you Strike a creature, the creature remains Flat‑Footed against that attack, and you then become Observed. If you do anything else, you become observed just before you act unless the GM determines otherwise. |
| Failure | You don’t divert the attention of any creatures whose Perception DC exceeds your result, and those creatures are aware you were trying to trick them. |
| Critical Failure |
| Actions | 1 |
|---|---|
| Free Hands | |
| Skill | Deception |
| Defense | Perception |
| Tool | |
| Sub-actions |
| Auditory | This works only against creatures that can hear it and are not Deafened. |
|---|---|
| Linguistic | Your target must be able to understand your language. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Mental | This won't work on objects or Mindless creatures, and maybe not Swarm Minds. |
| Confabulator | Create a Diversion | Reduces circumstance bonus from previous attempts. |
|---|---|---|
| Lengthy Diversion | Create a Diversion | Extends duration beyond end of round. |
| Subtle Theft | Create a Diversion | Stealing or Palming something doesn't end the diversion. |
| Deception | Create a Diversion | |
| Charisma | Deception | Key ability for this skill. |
| Frightened | Charisma | Reduces all checks and DCs. |
| Sickened | Charisma | Reduces Charisma by the condition value. |
| Mariner's Curse | Sickened | Can prevent recovering from sickened while curse persists. |
| Stupefied | Charisma | Gives status penalty of condition value. |
| Level | 2 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | 1 hour |
| Range | 30 feet |
| Area | |
| Target | |
| Save | |
| Duration |
You create enough food to feed six creatures for a day.
This food is bland and unappealing, but it is nourishing.
After 1 day, if no one has eaten the food, it decays and becomes inedible.
Most creatures eat one-quarter as much as a Medium creature (one-sixteenth as much for most creatures), and most creatures eat 10 times as much (100 times as much for creatures and so on).
Heightened (4th) You can feed 12 Medium creatures.
Heightened (6th) You can feed 50 Medium creatures.
Heightened (8th) You can feed 200 Medium creatures.
| Level | Tiny | Small | Medium | Large | Huge |
|---|---|---|---|---|---|
| 2 | 96 | 24 | 6 | 0 | 0 |
| 4 | 192 | 48 | 12 | 1 | 0 |
| 6 | 800 | 200 | 50 | 5 | 0 |
| 8 | 3200 | 800 | 200 | 20 | 2 |
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Divine | This spell can be identified using Religion. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Primal | This spell can be identified using Nature. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
You create a forged document, usually over the course of a day or a week.
You must have the proper writing material to create a forgery.
When you Create a Forgery, the GM rolls a secret DC 20 Society check. If you succeed, the forgery is of good enough quality that passive observers can’t notice the fake. Only those who carefully examine the document and attempt a Perception or Society check against your Society DC can do so.
If your check result was below 20, the forgery has some obvious signs of being a fake, so the GM compares your result to each passive observer’s Perception DC or Society DC, whichever is higher, using the success or failure results below.
Once the GM rolls your check for a document, that same result is used against all passive observers’ DCs no matter how many creatures passively observe that document.
An observer who was fooled on a passive glance can still choose to closely scrutinize the documents on the lookout for a forgery, using different techniques and analysis methods beyond the surface elements you successfully forged with your original check. In that case, the observer can attempt a Perception or Society check against your Society DC. If they succeed, they know your document is a forgery.
If the document’s handwriting doesn’t need to be specific to a person, you need only to have seen a similar document before, and you gain up to a +4 circumstance bonus to your check, as well as to your DC (the GM determines the bonus).
To forge a specific person’s handwriting, you need a sample of that person’s handwriting.
| Critical Success | |
|---|---|
| Success | The observer does not detect the forgery. |
| Failure | The observer knows your document is a forgery. |
| Critical Failure |
| Actions | |
|---|---|
| Free Hands | |
| Skill | Society |
| Defense | Perception |
| Tool | |
| Sub-actions |
| Secret | The GM makes the roll for this in secret. |
|---|---|
| Trained | You must be trained in the relevant skill to use this. Having Untrained Improvisation is not sufficient. |
| Society | Create Forgery | |
|---|---|---|
| Intelligence | Society | Key ability for this skill. |
| Frightened | Intelligence | Reduces all checks and DCs. |
| Sickened | Intelligence | Reduces Intelligence by the condition value. |
| Mariner's Curse | Sickened | Can prevent recovering from sickened while curse persists. |
| Stupefied | Intelligence | Gives status penalty of condition value. |
| Level | 1 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | "0 feet" (Touch?) |
| Area | |
| Target | |
| Save | |
| Duration |
As you cup your hands, water begins to flow forth from them.
You create 2 gallons of water.
If no one drinks it, it evaporates after 1 day.
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Divine | This spell can be identified using Religion. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Primal | This spell can be identified using Nature. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
You conjure a temporary object from eldritch energy.
It must be of vegetable matter (such as wood or paper) and 5 cubic feet or smaller.
It can’t rely on intricate artistry or complex moving parts, never fulfills a cost or the like, and can’t be made of precious materials or materials with a rarity of or higher.
It is obviously temporarily conjured, and thus can’t be sold or passed off as a genuine item.
Heightened (5th) The item is metal and can include minerals, like feldspar or quartz.
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Material | You must have a free hand to take out components to cast this spell. |
| Primal | This spell can be identified using Nature. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
| Level | 3 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | 30 feet |
| Area | |
| Target | 1 creature |
| Save | Will |
| Duration |
You assault the target’s faith, riddling the creature with doubt and mental turmoil that deal 6d6 mental damage, or 6d8 mental damage if it can cast divine spells.
The effects are determined by its Will save.
To many deities, casting this spell on a follower of your own deity without significant cause is Anathema.
Heightened (+1) The damage increases by 2d6 (or by 2d8 if the target is a divine spellcaster).
| Critical Success | The target is unaffected. |
|---|---|
| Success | The target takes half damage. |
| Failure | The target takes full damage; if the target can cast divine spells, it's Stupefied 1 for 1 round. |
| Critical Failure | The target takes double damage, is Stupefied 1 for 1 round, and can't cast divine spells for 1 round. |
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
|---|---|
| Divine | This spell can be identified using Religion. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Mental | This won't work on objects or Mindless creatures, and maybe not Swarm Minds. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
| Level | 9 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | 60 feet |
| Area | |
| Target | Up to 4 creatures |
| Save | Will |
| Duration | 10 minutes |
You issue a divine mandate to the targets.
You pronounce a cause. It can be to attain an item, claim a patch of land, slay a creature, war with a group, or be entirely peaceful.
Your cause can’t force the targets to harm one another or themselves.
The targets become completely dedicated to that cause, depending on their levels. They choose their own actions, but they favor direct action over inaction or indirect action.
The spell ends for all creatures if you or one of your allies uses a hostile action against a target, or when the cause is completed.
The GM might determine this spell has alignment traits befitting the cause.
Heightened (10th) The level for each category increases by 2.
The meaning of the 10 minute duration is not clear.
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
|---|---|
| Divine | This spell can be identified using Religion. |
| Linguistic | Your target must be able to understand your language. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Mental | This won't work on objects or Mindless creatures, and maybe not Swarm Minds. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Uncommon | You can't normally gain this by character advancement. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
| Level | 5 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | |
| Area | 30 foot Cone |
| Target | |
| Save | Will |
| Duration | 1 or more rounds |
You inflict despair on creatures in the area.
The effects for each creature are determined by its Will save.
Heightened (7th) The area increases to a 60-foot cone.
| Critical Success | The creature is unaffected. |
|---|---|
| Success | For 1 round, the creature can't use reactions and must attempt another save at the start of its turn; on a failure, it is Slowed 1 for that turn as it sobs uncontrollably. |
| Failure | As success, but the duration for which the target must make saves to avoid being slowed 1 is 1 minute. |
| Critical Failure | As failure, and the creature is automatically slowed 1 for 1 minute. |
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Emotion | This won't work on creatures with mechanical or artificial intillegence. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Mental | This won't work on objects or Mindless creatures, and maybe not Swarm Minds. |
| Occult | This spell can be identified using Occultism. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
A family of fiends spawned on the desolate plane of Abaddon, most daemons are neutral evil.
They typically have Darkvision and weakness to damage.
Not the same as Demon.
| Level | 1 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | 120 feet |
| Area | |
| Target | |
| Save | |
| Duration | Sustained |
You create up to four floating lights, no two of which are more than 10 feet apart.
Each sheds light like a Torch. A torch sheds bright light in a 20-foot radius (and Dim Light to the next 20 feet).
When you Sustain the Spell, you can move any number of lights up to 60 feet. Each light must remain within 120 feet of you and within 10 feet of all others, or it winks out.
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Occult | This spell can be identified using Occultism. |
| Primal | This spell can be identified using Nature. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
| Level | 2 |
|---|---|
| Components | Material Somatic Verbal |
| Cast Time | |
| Range | 120 feet |
| Area | 20 foot Burst |
| Target | |
| Save | |
| Duration | 1 minute |
You create a shroud of darkness that prevents light from penetrating or emanating within the area.
Light does not enter the area and any non-magical light sources, such as a Torch or Lantern, do not emanate any light while inside the area, even if their light radius would extend beyond the darkness.
This also suppresses magical light of your darkness spell’s level or lower. Light can’t pass through, so creatures in the area can’t see outside. From outside, it appears as a globe of pure darkness.
Heightened (4th) Even creatures with Darkvision (but not Greater Darkvision) can barely see through the darkness. They treat targets seen through the darkness as Concealed.
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Divine | This spell can be identified using Religion. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Material | You must have a free hand to take out components to cast this spell. |
| Occult | This spell can be identified using Occultism. |
| Primal | This spell can be identified using Nature. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
A creature with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only.
Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision.
A creature with Greater Darkvision, however, can see through even these forms of magical darkness.
| Level | 2 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | |
| Area | |
| Target | You |
| Save | |
| Duration | 1 hour |
The Darkvision spell grants you darkvision for the duration.
Heightened (3rd) The spell’s range is touch and it targets 1 willing creature.
Heightened (5th) The spell’s range is touch and it targets 1 willing creature. The duration is until the next time you make your daily preparations.
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Divine | This spell can be identified using Religion. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Occult | This spell can be identified using Occultism. |
| Primal | This spell can be identified using Nature. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
| Level | 1 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | 60 feet |
| Area | |
| Target | 1 creature |
| Save | Will |
| Duration | 1 round |
You cloud the target’s mind and daze it with a mental jolt.
The jolt deals mental damage equal to your spellcasting ability modifier; the target must attempt a basic Will save.
If the target critically fails the save, it is also Stunned 1.
Heightened (+2) The damage increases by 1d6.
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Divine | This spell can be identified using Religion. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Mental | This won't work on objects or Mindless creatures, and maybe not Swarm Minds. |
| Occult | This spell can be identified using Occultism. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
Your eyes are overstimulated.
If vision is your only precise sense, all creatures and objects are Concealed from you.
On a critical hit, the weapon adds a weapon damage die of the listed size.
Roll this after doubling the weapon’s damage.
This increases to two dice if the weapon has a Greater Striking rune and three dice if the weapon has a Major Striking rune.
For instance, a rapier with a greater striking rune deals 2d8 extra piercing damage on a critical hit.
An ability that changes the size of the weapon’s normal damage dice doesn’t change the size of its deadly die.
You can’t hear.
You automatically critically fail Perception checks that require you to be able to hear.
You take a –2 status penalty to Perception checks for Initiative and checks that involve sound but also rely on other senses.
If you perform an action with the trait, you must succeed at a DC 5 flat check or the action is lost; attempt the check after spending the action but before any effects are applied.
You are immune to effects.
You could use Read Lips or Sign Language to communicate with others while deafened.
| Read Lips | Deafened | Can lip read languages you speak and speak when deaf. |
|---|
| Level | 2 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | 30 feet |
| Area | |
| Target | 1 creature |
| Save | Fortitude |
| Duration |
The target loses hearing.
It must attempt a Fortitude save.
The target is then temporarily immune for 1 minute.
| Critical Success | The target is unaffected. |
|---|---|
| Success | The target is Deafened for 1 round. |
| Failure | The target is Deafened for 10 minutes. |
| Critical Failure | The target is Deafened permanently. |
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Divine | This spell can be identified using Religion. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Occult | This spell can be identified using Occultism. |
| Primal | This spell can be identified using Nature. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
| Level | 2 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | Touch |
| Area | |
| Target | 1 living creature that has 0 HP |
| Save | Will |
| Duration |
You snuff the life out of a creature on the brink of death.
The target must attempt a Will save.
If this spell kills it, you gain 10 temporary HP and a +1 status bonus to attack and damage rolls for 10 minutes.
| Critical Success | The target is unaffected. |
|---|---|
| Success | The target's Dying value increases by 1. |
| Failure | The target dies. |
| Critical Failure |
| Attack | This is affected by Multiple Attack Penalty. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Divine | This spell can be identified using Religion. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Occult | This spell can be identified using Occultism. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
| Level | 5 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | Touch |
| Area | |
| Target | 1 living creature touched |
| Save | |
| Duration | 10 minutes |
You shield a creature from the ravages of negative energy.
It receives a +4 status bonus to saves against and effects, gains negative resistance 10, and suppresses the effects of the Doomed condition.
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
|---|---|
| Divine | This spell can be identified using Religion. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Occult | This spell can be identified using Occultism. |
| Primal | This spell can be identified using Nature. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
Additive 2.
Frequency Once per round.
Trigger You use Quick Alchemy to craft an alchemical bomb that is at least 2 levels lower than your advanced alchemy level.
Your bombs impose additional effects on your enemies.
You mix a substance into the bomb that causes one of the following: Dazzled, Deafened, Flat-Footed, or a –5-foot status penalty to Speeds.
If the attack with that bomb hits, the target must succeed at a Fortitude saving throw or suffer that effect until the start of your next turn. Use your class DC for this saving throw (even if someone else throws the bomb).
| Actions | Free |
|---|---|
| Free Hands | |
| Skill | |
| Defense | Fortitude |
| Tool | |
| Sub-actions |
| Feat Type | |
|---|---|
| Level | 6 |
| Additive | One per alchemy item, increases item level by the given amount. |
|---|
| Greater Debilitating Bomb | Debilitating Bomb | Upgrades available list of effects. |
|---|---|---|
| True Debilitating Bomb | Greater Debilitating Bomb | Adds more effect options and demotes some saves. |
| Perfect Debilitation | Debilitating Bomb | Demotes enemy saves against bombs. |
Debilitations apply conditions and other negative effects to a creature. When the creature is affected by a new debilitation, any previous one it was affected by ends.
Key Ability Charisma.
You can trick and mislead others using disguises, lies, and other forms of subterfuge.
Actions for this skill:
Feats for this skill:
| Charisma | Deception | Key ability for this skill. |
|---|---|---|
| Frightened | Charisma | Reduces all checks and DCs. |
| Sickened | Charisma | Reduces Charisma by the condition value. |
| Mariner's Curse | Sickened | Can prevent recovering from sickened while curse persists. |
| Stupefied | Charisma | Gives status penalty of condition value. |
You attempt to decipher complicated writing or literature on an obscure topic.
This usually takes 1 minute per page of text, but might take longer (typically an hour per page for decrypting ciphers or the like).
The text must be in a language you can read, though the GM might allow you to attempt to decipher text written in an unfamiliar language using Society instead.
The DC is determined by the GM based on the state or complexity of the document. The GM might have you roll one check for a short text or a check for each section of a larger text.
| Critical Success | You understand the true meaning of the text. |
|---|---|
| Success | You understand the true meaning of the text. If it was a coded document, you know the general meaning but might not have a word-for-word translation. |
| Failure | You can’t understand the text and take a –2 circumstance penalty to further checks to decipher it. |
| Critical Failure | You believe you understand the text on that page, but you have in fact misconstrued its message. |
| Actions | |
|---|---|
| Free Hands | |
| Skill | Arcana Occultism Religion Society |
| Defense | |
| Tool | |
| Sub-actions |
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
|---|---|
| Exploration | This can only be used in Exploration Mode, not Encounter Mode (ie, not combat). |
| Secret | The GM makes the roll for this in secret. |
| Trained | You must be trained in the relevant skill to use this. Having Untrained Improvisation is not sufficient. |
| Divine Guidance | Decipher Writing | Decipher scripture for help with any problem. |
|---|---|---|
| Legendary Codebreaker | Decipher Writing | Decode at normal speed, or slow down for a sure crit. |
| Student of the Canon | Decipher Writing | Promotes fumbles to fails on religious texts or info. |
| Arcana | Decipher Writing | |
| Intelligence | Arcana | Key ability for this skill. |
| Frightened | Intelligence | Reduces all checks and DCs. |
| Sickened | Intelligence | Reduces Intelligence by the condition value. |
| Mariner's Curse | Sickened | Can prevent recovering from sickened while curse persists. |
| Stupefied | Intelligence | Gives status penalty of condition value. |
| Occultism | Decipher Writing | |
| Intelligence | Occultism | Key ability for this skill. |
| Frightened | Intelligence | Reduces all checks and DCs. |
| Sickened | Intelligence | Reduces Intelligence by the condition value. |
| Mariner's Curse | Sickened | Can prevent recovering from sickened while curse persists. |
| Stupefied | Intelligence | Gives status penalty of condition value. |
| Unified Theory | Occultism | Can use Arcana instead for magic related checks. |
| Religion | Decipher Writing | |
| Unified Theory | Religion | Can use Arcana instead for magic related checks. |
| Wisdom | Religion | Key ability for this skill. |
| Frightened | Wisdom | Reduces all checks and DCs. |
| Sickened | Wisdom | Reduces Wisdom by the condition value. |
| Mariner's Curse | Sickened | Can prevent recovering from sickened while curse persists. |
| Stupefied | Wisdom | Gives status penalty of condition value. |
| Society | Decipher Writing | |
| Intelligence | Society | Key ability for this skill. |
| Frightened | Intelligence | Reduces all checks and DCs. |
| Sickened | Intelligence | Reduces Intelligence by the condition value. |
| Mariner's Curse | Sickened | Can prevent recovering from sickened while curse persists. |
| Stupefied | Intelligence | Gives status penalty of condition value. |
You move at half your travel speed with your shield raised.
If combat breaks out, you gain the benefits of Raising a Shield before your first turn begins.
| Exploration | This can only be used in Exploration Mode, not Encounter Mode (ie, not combat). |
|---|
Trigger: Your turn begins.
You wait for the right moment to act.
The rest of your turn doesn’t happen yet. Instead, you’re removed from the initiative order.
You can return to the initiative order as a free action triggered by the end of any other creature’s turn.
This permanently changes your initiative to the new position.
You can’t use Reactions until you return to the initiative order.
If you Delay an entire round without returning to the initiative order, the actions from the Delayed turn are lost, your initiative doesn’t change, and your next turn occurs at your original position in the initiative order.
When you Delay, any Persistent Damage or other negative effects that normally occur at the start or end of your turn occur immediately when you use the Delay action. Any beneficial effects that would end at any point during your turn also end. The GM might determine that other effects end when you Delay as well.
Essentially, you can’t Delay to avoid negative consequences that would happen on your turn or to extend beneficial effects that would end on your turn.
| Actions | Free |
|---|---|
| Free Hands | |
| Skill | |
| Defense | |
| Tool | |
| Sub-actions |
A family of fiends hailing from the Abyss, most demons are chaotic evil.
Most demons have Darkvision.
Not the same as Daemon.
With a sudden shout, a well-timed taunt, or a cutting putdown, you can shake an enemy’s resolve.
Choose a creature within 30 feet of you who you’re aware of.
Attempt an Intimidation check against that target’s Will DC. If the target does not understand the language you are speaking, you’re not speaking a language, or they can’t hear you, you take a –4 circumstance penalty to the check.
Regardless of your result, the target is temporarily immune to your attempts to Demoralize it for 10 minutes.
| Critical Success | The target becomes Frightened 2. |
|---|---|
| Success | The target becomes Frightened 1. |
| Failure | |
| Critical Failure |
| Actions | 1 |
|---|---|
| Free Hands | |
| Skill | Intimidation |
| Defense | Will |
| Tool | |
| Sub-actions |
| Auditory | This works only against creatures that can hear it and are not Deafened. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Emotion | This won't work on creatures with mechanical or artificial intillegence. |
| Mental | This won't work on objects or Mindless creatures, and maybe not Swarm Minds. |
| Battle Cry | Demoralize | Can use as a free action at initiative time. |
|---|---|---|
| Intimidating Glare | Demoralize | Can make this Visual and non-Linguistic. |
| Raging Intimidation | Intimidating Glare | Grants this automatically and gives it the rage trait. |
| Intimidating Prowess | Demoralize | Gain +1/+2 circumstance if you can menace target. |
| Terrified Retreat | Demoralize | Crits against lower level targets make them fleeing. |
| Intimidation | Demoralize | |
| Charisma | Intimidation | Key ability for this skill. |
| Frightened | Charisma | Reduces all checks and DCs. |
| Sickened | Charisma | Reduces Charisma by the condition value. |
| Mariner's Curse | Sickened | Can prevent recovering from sickened while curse persists. |
| Stupefied | Charisma | Gives status penalty of condition value. |
| Feral Mutagen | Intimidation | Allows Bestial Mutagen to grant an item bonus. |
This family of humanoids are the descendants of fey creatures that fell into darkness and confusion after being abandoned in the Darklands.
They are immune to Confusion and vulnerable to sunlight.
| Level | 1 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | |
| Area | 30 foot Emanation |
| Target | |
| Save | |
| Duration |
Your eyes glow as you sense aligned auras.
Choose , , , or . You detect auras of that alignment.
You receive no information beyond presence or absence.
You can choose not to detect creatures or effects you’re aware have that alignment.
Only creatures of 6th level or higher—unless divine spellcasters, , or beings from the Outer Sphere—have alignment auras.
Heightened (2nd) You learn each aura’s location and strength.
The strength of an alignment aura depends on the level of the creature, item, or spell.
The auras of undead, clerics and other divine spellcasters with a patron deity, and creatures from the Outer Sphere are one step stronger than normal (faint instead of none, for example).
| Creature or Item Level | Spell or Effect Level | Aura Strength |
|---|---|---|
| 0–5 | — | None |
| 6–10 | 0–3 | Faint |
| 11–15 | 4–7 | Moderate |
| 16–20 | 8–9 | Powerful |
| 21+ | 10 | Overwhelming |
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
|---|---|
| Divine | This spell can be identified using Religion. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Occult | This spell can be identified using Occultism. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Uncommon | You can't normally gain this by character advancement. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
| Level | 1 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | |
| Area | 30 foot Emanation |
| Target | |
| Save | |
| Duration |
You send out a pulse that registers the presence of magic.
You receive no information beyond the presence or absence of magic.
You can choose to ignore magic you’re fully aware of, such as the magic items and ongoing spells of you and your allies.
You detect magic only if that magic’s effect has a lower level than the level of your detect magic spell. However, items that have an illusion aura but aren’t deceptive in appearance (such as an invisibility potion) typically are detected normally.
When used as an exploration activity, you cast Detect Magic at regular intervals.
You move at half your travel speed or slower.
You have no chance of accidentally overlooking a magic aura at a travel speed up to 300 feet per minute, but must be traveling no more than 150 feet per minute to detect magic auras before the party moves into them.
This activity doesn’t enable characters to automatically find every single magical aura or object during travel. Hazards that require a minimum proficiency can’t be found with detect magic, nor can illusions of equal or higher level than the spell.
Heightened (3rd) You learn the school of magic for the highest level effect within range that the spell detects. If multiple effects are equally strong, the GM determines which you learn.
Heightened (4th) As 3rd level, but you also pinpoint the source of the highest-level magic. Like for an imprecise sense, you don’t learn the exact location, but can narrow down the source to within a 5-foot cube (or the nearest if larger than that).
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Divine | This spell can be identified using Religion. |
| Exploration | This can only be used in Exploration Mode, not Encounter Mode (ie, not combat). |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Occult | This spell can be identified using Occultism. |
| Primal | This spell can be identified using Nature. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
| Level | 1 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | 30 feet |
| Area | |
| Target | 1 object or creature |
| Save | |
| Duration |
You detect whether a creature is venomous or poisonous, or if an object is poison or has been poisoned.
You do not ascertain whether the target is poisonous in multiple ways, nor do you learn the type or types of poison.
Certain common substances, like lead and alcohol, are technically poisons and so mask other poisons.
Heightened (2nd) You learn the number and types of poison.
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
|---|---|
| Divine | This spell can be identified using Religion. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Primal | This spell can be identified using Nature. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Uncommon | You can't normally gain this by character advancement. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
| Level | 4 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | |
| Area | 30 foot Emanation |
| Target | |
| Save | |
| Duration | 1 hour |
By tapping into trace divinatory auras, you detect the presence of effects in the area.
If detect scrying is higher level than a scrying effect, you gain a glimpse of the scrying creature and learn its approximate distance and direction.
Heightened (6th) The duration is until the next time you make your daily preparations.
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Occult | This spell can be identified using Occultism. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Uncommon | You can't normally gain this by character advancement. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
A family of fiends from Hell, most devils are lawful evil.
They typically have Greater Darkvision, immunity to , and Telepathy.
Dexterity measures your character’s agility, balance, and reflexes.
Dexterity is important if your character plans to make attacks with ranged weapons or use Stealth to surprise foes.
Dexterity governs Acrobatics, Stealth and Thievery.
Your Dexterity modifier is also added to your character’s AC and Reflex saving throws.
Being Clumsy reduces your Dexterity.
Your maximum Dexterity can be limited by your Armor.
| Clumsy | Dexterity | Gives status penalty to Dexterity equal to condition value. |
|---|---|---|
| Frightened | Dexterity | Reduces all checks and DCs. |
| Sickened | Dexterity | Reduces Dexterity by the condition value. |
| Mariner's Curse | Sickened | Can prevent recovering from sickened while curse persists. |
These humanoids are the immortal offspring of vampires and members of other ancestries.
It takes more to kill you than most.
You die from the Dying condition at dying 5, rather than dying 4.
| Feat Type | General |
|---|---|
| Level | 1 |
Difficult terrain is any terrain that impedes your movement, ranging from particularly rough or unstable surfaces to thick ground cover and countless other impediments.
Moving into a square of difficult terrain (or moving 5 feet into or within an area of difficult terrain, if you’re not using a grid) costs an extra 5 feet of movement.
Moving into a square of greater difficult terrain instead costs 10 additional feet of movement.
This additional cost is not increased when moving diagonally.
You can’t Step into difficult terrain unless you have Feather Step.
Movement you make while you are jumping ignores the terrain you’re jumping over. Some abilities (such as flight or being incorporeal) allow you to avoid the movement reduction from some types of difficult terrain.
Certain other abilities let you ignore difficult terrain on foot; such an ability also allows you to move through greater difficult terrain at the normal movement cost as for difficult terrain, though it wouldn’t let you ignore greater difficult terrain unless the ability specifies otherwise.
| Feather Step | Difficult Terrain | Allows you to step into difficult terrain. |
|---|
| Level | 4 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | 120 feet |
| Area | |
| Target | |
| Save | |
| Duration |
Opening a door that bypasses normal space, you instantly transport yourself and any items you’re wearing and holding from your current space to a clear space within range you can see.
If this would bring another creature with you—even if you’re carrying it in an extradimensional container—the spell is lost.
Heightened (5th) The range increases to 1 mile. You don’t need to be able to see your destination, as long as you have been there in the past and know its relative location and distance from you. You are temporarily immune for 1 hour.
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Occult | This spell can be identified using Occultism. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
| Level | 4 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | 30 feet |
| Area | |
| Target | 1 creature |
| Save | Will |
| Duration | Varies |
You interfere with the target’s ability to teleport and travel between dimensions.
Dimensional anchor attempts to Counteract any effect, or any effect that would move the target to a different plane.
The duration is determined by the target’s Will save.
| Critical Success | The target is unaffected. |
|---|---|
| Success | The effect's duration is 1 minute. |
| Failure | The effect's duration is 10 minutes. |
| Critical Failure | The effect's duration is 1 hour. |
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Divine | This spell can be identified using Religion. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Occult | This spell can be identified using Occultism. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
| Level | 7 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | 120 feet |
| Area | 60 foot Burst |
| Target | |
| Save | |
| Duration | 1 day |
You create a shimmering barrier that attempts to Counteract effects and planar travel into or out of the area, including items that allow access to extradimensional spaces (such as a Bag of Holding.
Dimensional lock tries to Counteract any attempt to a creature into the area but doesn’t stop the creature from departing when the summoning ends.
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Divine | This spell can be identified using Religion. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Occult | This spell can be identified using Occultism. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Uncommon | You can't normally gain this by character advancement. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
| Level | 4 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | |
| Area | |
| Target | |
| Save | |
| Duration | 1 minute |
You channel the primal forces of nature to transform into a Large animal battle form, specifically that of a powerful and terrifying dinosaur.
You must have space to expand or the spell is lost.
When you cast this spell, choose ankylosaurus, brontosaurus, deinonychus, stegosaurus, triceratops, or tyrannosaurus. You can decide the specific type of animal, but this has no effect on the form’s Size or statistics.
While in this form, you gain the and traits.
You can Dismiss the spell.
You gain the following statistics and abilities regardless of which battle form you choose:
You also gain specific abilities based on the form you choose:
Heightened (5th) Your battle form is Huge and your attacks have 15-foot reach, or 20-foot reach if they started with 15-foot reach. You instead gain 20 temporary HP, an attack modifier of +18, a damage bonus of +6, double the damage dice, and Athletics +21.
Heightened (7th) Your battle form is Gargantuan and your attacks have 20-foot reach, or 25-foot reach if they started with 15-foot reach. You instead gain AC = 21 + your level, 25 temporary HP, an attack modifier of +25, a damage bonus of +15, double the damage dice, and Athletics +25.
The special statistics of a battle form can be adjusted only by circumstance bonuses, status bonuses, and penalties.
You can't cast spells, speak, or use Manipulate actions that require hands in your battle form.
Your gear is absorbed into you; the constant abilities of your gear still function, but you can’t activate any items.
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
|---|---|
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Primal | This spell can be identified using Nature. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
Key Ability Charisma.
You influence others through negotiation and flattery.
Actions for this skill:
Feats for this skill:
| Charisma | Diplomacy | Key ability for this skill. |
|---|---|---|
| Frightened | Charisma | Reduces all checks and DCs. |
| Sickened | Charisma | Reduces Charisma by the condition value. |
| Mariner's Curse | Sickened | Can prevent recovering from sickened while curse persists. |
| Stupefied | Charisma | Gives status penalty of condition value. |
You can lob bombs with great force and a precise trajectory to angle the splash in a cone spraying in a single direction.
When throwing an alchemical bomb with the trait, instead of splashing all squares adjacent to the target, you can treat the target’s space as the first affected square of a 15-foot Cone directed away from you, potentially allowing you to avoid allies and splash deeper into enemy lines.
If the target takes up more than a single square, the target’s square closest to you is the first affected square of the cone.
| Feat Type | Class |
|---|---|
| Level | 6 |
| Class | Alchemist |
Requirements Some devices require you to use Thieves’ Tools when disabling them.
This action allows you to disarm a trap or another complex device.
Often, a device requires numerous successes before becoming disabled, depending on its construction and complexity.
Thieves’ tools are helpful and sometimes even required to Disable a Device, as determined by the GM, and sometimes a device requires a higher proficiency rank in Thievery to disable it.
Your Thievery check result determines how much progress you make. The DC is determined by the device being disabled.
| Critical Success | You disable the device, or you achieve two successes toward disabling a complex device. You leave no trace of your tampering, and you can rearm the device later, if that type of device can be rearmed. |
|---|---|
| Success | You disable the device, or you achieve one success toward disabling a complex device. |
| Failure | |
| Critical Failure | You trigger the device. |
| Actions | 2 |
|---|---|
| Free Hands | |
| Skill | Thievery |
| Defense | |
| Tool | |
| Sub-actions |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
|---|---|
| Trained | You must be trained in the relevant skill to use this. Having Untrained Improvisation is not sufficient. |
| Wary Disarmament | Disable a Device | Gives +2 circumstance to AC/saves against triggered device. |
|---|---|---|
| Thievery | Disable a Device | |
| Dexterity | Thievery | Key ability for this skill. |
| Clumsy | Dexterity | Gives status penalty to Dexterity equal to condition value. |
| Frightened | Dexterity | Reduces all checks and DCs. |
| Sickened | Dexterity | Reduces Dexterity by the condition value. |
| Mariner's Curse | Sickened | Can prevent recovering from sickened while curse persists. |
| Level | 8 |
|---|---|
| Components | Material Somatic |
| Cast Time | |
| Range | Touch |
| Area | |
| Target | 1 creature |
| Save | |
| Duration | 10 minutes |
You shroud a creature from others’ senses.
The target becomes Undetected, not just to sight but to all senses, allowing the target to count as Invisible no matter what precise and imprecise senses an observer might have.
It’s still possible for a creature to find the target by Seeking, looking for disturbed dust, hearing gaps in the sound spectrum, or finding some other way to discover the presence of an otherwise-undetectable creature.
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Illusion | It may be possible to disbelieve this with Perception vs its DC. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Material | You must have a free hand to take out components to cast this spell. |
| Occult | This spell can be identified using Occultism. |
| Somatic | You must normally be able to make gestures to cast this spell. |
Requirements You have at least one hand free. The target can’t be more than one size larger than you.
You try to knock something out of an opponent’s grasp.
Attempt an Athletics check against the opponent’s Reflex DC.
| Critical Success | You knock the item out of the opponent’s grasp. It falls to the ground in the opponent’s space. |
|---|---|
| Success | You weaken your opponent’s grasp on the item. Until the start of that creature’s turn, attempts to Disarm the opponent of that item gain a +2 circumstance bonus, and the target takes a –2 circumstance penalty to attacks with the item or other checks requiring a firm grasp on the item. |
| Failure | |
| Critical Failure | You lose your balance and become Flat-Footed until the start of your next turn. |
A weapon with the Disarm trait can be used to Disarm with the Athletics skill even if you don’t have a free hand.
This uses the weapon’s reach (if different from your own) and adds the weapon’s item bonus to attack rolls (if any) as an item bonus to the Athletics check.
If you critically fail a check to Disarm using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
On a critical success, you still need a free hand if you want to take the item.
| Actions | 1 |
|---|---|
| Free Hands | 1 |
| Skill | Athletics |
| Defense | Reflex |
| Tool | |
| Sub-actions |
| Attack | This is affected by Multiple Attack Penalty. |
|---|---|
| Trained | You must be trained in the relevant skill to use this. Having Untrained Improvisation is not sufficient. |
| Brutal Bully | Disarm | Adds extra bludgeoning damage when raging. |
|---|---|---|
| Titan Wrestler | Disarm | Can use on creatures 2-3 sizes larger. |
| Athletics | Disarm | |
| Strength | Athletics | Key ability for this skill. |
| Enfeebled | Strength | Reduces Strength by the condition value. |
| Sickened | Strength | Reduces Strength by the condition value. |
| Mariner's Curse | Sickened | Can prevent recovering from sickened while curse persists. |
| Reflex | Disarm | |
| Breath Control | Reflex | Gives +1 circumstance and promotion to saves against inhaled threats. |
| Cover | Reflex | Gives +2/+4 circumstance saves against area effects. |
| Mounted Combat | Cover | You have lesser cover if your mount would be in the way of an attack. |
| Dexterity | Reflex | Key ability for this save. |
| Clumsy | Dexterity | Gives status penalty to Dexterity equal to condition value. |
| Frightened | Dexterity | Reduces all checks and DCs. |
| Sickened | Dexterity | Reduces Dexterity by the condition value. |
| Mariner's Curse | Sickened | Can prevent recovering from sickened while curse persists. |
| Divine Aura | Reflex | Gives +1/+2 status. |
| Divine Vessel | Reflex | Gives +1 status bonus against spells. |
| Fatigued | Reflex | Gives -1 status to saves. |
| Forbidding Ward | Reflex | Gives +1/+2 status against a specific enemy. |
| Mage Armor | Reflex | Gives +1/+2/+3 item bonus. |
| Mind Blank | Reflex | Gives +4 status vs mental effects. |
| Mounted Combat | Reflex | You take -2 circumstance to Reflex when mounted. |
| Phantom Steed | Reflex | Phantom Steeds fail all saves. |
| Poison Resistance | Reflex | Gives +1 status vs poisons. |
| Take Cover | Reflex | Can give a +4 circumstance bonus. |
| Level | 4 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | |
| Area | |
| Target | |
| Save | |
| Duration | 10 minutes |
Falsehoods ring in your ears like discordant notes.
You gain a +4 status bonus to Perception checks when someone Lies.
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Divine | This spell can be identified using Religion. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Mental | This won't work on objects or Mindless creatures, and maybe not Swarm Minds. |
| Occult | This spell can be identified using Occultism. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Uncommon | You can't normally gain this by character advancement. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
| Level | 8 |
|---|---|
| Components | Material Somatic Verbal |
| Cast Time | 10 minutes |
| Range | Unlimited |
| Area | |
| Target | 1 creature or object |
| Save | |
| Duration |
You learn the name of the target’s exact location (including the building, community, and country) and plane of existence.
You can target a creature only if you’ve seen it in person, have one of its significant belongings, or have a piece of its body.
To target an object, you must have touched it or have a fragment of it.
Discern location automatically overcomes protections against detection and divination of lower level than this spell, even if they would normally have a chance to block it.
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Divine | This spell can be identified using Religion. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Material | You must have a free hand to take out components to cast this spell. |
| Occult | This spell can be identified using Occultism. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Uncommon | You can't normally gain this by character advancement. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
When a creature is exposed to a monster’s disease, it attempts a Fortitude save or succumbs to the disease.
The level of a disease is the level of the monster inflicting the disease.
The disease follows the rules for Afflictions.
| Fast Recovery | Disease | Increases the effectiveness of saves. |
|---|
| Level | 6 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | 120 feet |
| Area | |
| Target | 1 creature or unattended object |
| Save | Fortitude |
| Duration |
You fire a green ray at your target.
Make a spell attack.
On a hit, you deal 12d10 damage, and the target must attempt a basic Fortitude save. On a critical hit, treat the save result as one degree worse.
A creature reduced to 0 HP is reduced to fine powder; its gear remains.
An object you hit is destroyed (no save), regardless of Hardness, unless it’s an artifact or similarly hard to destroy.
A single casting can destroy no more than a 10-foot cube of matter.
This automatically destroys any force construct, such as a Wall of Force.
Heightened (+1) The damage increases by 2d10.
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
| Level | 9 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | 120 feet |
| Area | |
| Target | 1 magic item |
| Save | |
| Duration |
Crackling energy disjoins the target.
You attempt to Counteract it.
If you succeed, it’s deactivated for 1 week.
On a critical success, it’s destroyed.
If it’s an artifact or similar item, you automatically fail.
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Primal | This spell can be identified using Nature. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Uncommon | You can't normally gain this by character advancement. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
You end one spell effect or magic item effect.
This must be an effect you are allowed to dismiss, as defined by the spell or item.
Dismissal might end the effect entirely or might end it just for a certain target or targets, depending on the spell or item.
| Actions | 1 |
|---|---|
| Free Hands | |
| Skill | |
| Defense | |
| Tool | |
| Sub-actions |
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
|---|
| Level | 2 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | 120 feet |
| Area | |
| Target | 1 spell effect or unattended magic item |
| Save | |
| Duration |
You unravel the magic behind a spell or effect.
Attempt a Counteract check against the target.
If you succeed against a spell effect, you counteract it.
If you succeed against a magic item, the item becomes a mundane item of its type for 10 minutes. This doesn’t change the item’s non-magical properties.
If the target is an artifact or similar item, you automatically fail.
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Divine | This spell can be identified using Religion. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Occult | This spell can be identified using Occultism. |
| Primal | This spell can be identified using Nature. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
| Level | 1 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | 30 feet |
| Area | |
| Target | 1 creature |
| Save | Fortitude |
| Duration |
You lance the target with energy.
You deal 1d6 damage plus your spellcasting ability modifier.
The target must attempt a basic Fortitude save.
If the creature critically fails the save, it is also enfeebled 1 for 1 round.
Heightened (+1) The damage increases by 1d6.
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
|---|---|
| Divine | This spell can be identified using Religion. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Primal | This spell can be identified using Nature. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
| Level | 1 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | Touch |
| Area | |
| Target | |
| Save | Up to two weapons, each of which must be wielded by you or a willing ally, or else unattended |
| Duration | 1 minute |
You infuse weapons with positive energy.
Attacks with these weapons deal an extra 1d4 damage to .
Heightened (3rd) The damage increases to 2d4 damage.
Heightened (5th) Target up to three weapons, and the damage increases to 3d4 damage.
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
|---|---|
| Divine | This spell can be identified using Religion. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
Divinations allow you to learn the secrets of the present, past, and future. They bestow good fortune, grant you the ability to perceive remote locations, and reveal secret knowledge.
Divinations often have the trait if they find something, the trait if they grant you insight about what might happen in the future, the trait if they show things as they truly are, or the trait if they let you perceive another location.
The power of the divine is steeped in faith, the unseen, and belief in a power source from beyond the Material Plane.
Clerics are the most iconic divine spellcasters, beseeching the gods to grant them their magic. Divine Sorcerers can use the blood of their celestial or fiendish ancestors as a divine conduit, and Champions call upon their gods to grant them martial prowess through divine guidance.
Divine spells are identified using Religion.
| Level | 8 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | |
| Area | 10 foot Emanation |
| Target | Allies in the area |
| Save | Will |
| Duration | Sustained up to 1 minute |
Divine power wards the targets, granting each a +1 status bonus to AC and saves while in the area.
Choose an alignment your deity has (, , , or ). You can’t cast this spell if you don’t have a deity or your deity is true neutral. This spell gains the trait of the alignment you chose.
The bonuses granted by the spell increase to +2 against attacks by—and effects created by—creatures with an alignment opposite to the spell (lawful if you chose chaotic, evil if you chose good).
These bonuses increase to +4 against effects created by such creatures that attempt to impose the Controlled condition on a target of your divine aura, as well as against attacks made by creatures summoned by anything opposite in alignment to your divine aura.
When a creature of opposite alignment hits a target with a melee attack, the creature must succeed at a Will save or be Blinded for 1 minute. It’s then temporarily immune for 1 minute.
The first time you Sustain the Spell each round, the divine aura’s radius grows 10 feet.
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
|---|---|
| Divine | This spell can be identified using Religion. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
| Level | 7 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | 40 feet |
| Area | 40 foot Emanation |
| Target | |
| Save | Fortitude |
| Duration | Varies |
You utter a potent litany from your faith, a mandate that harms those who oppose your ideals.
Choose an alignment your deity has (, , , or ). You can’t cast this spell if you don’t have a deity or your deity is true neutral. This spell gains the trait of the alignment you chose.
You deal 7d10 damage to creatures in the area; each creature must attempt a Fortitude save.
Creatures with an alignment that matches the one you chose are unaffected by the spell.
Those that neither match nor oppose it treat the result of their saving throw as one degree better and don’t suffer effects other than damage.
Heightened (+1) The damage increases by 1d10, and the level of creatures that must attempt a second save on a critical failure increases by 2.
| Critical Success | The creature is unaffected. |
|---|---|
| Success | The creature takes half damage. |
| Failure | The creature takes full damage and is Enfeebled 2 for 1 minute. |
| Critical Failure | The creature takes double damage and is Enfeebled 2 for 1 minute. On your home plane, a creature that critically fails is banished with the effect of a failed Banishment save. A 10th-level creature or lower must attempt a Will save. On a failure, it’s Paralyzed for 1 minute; on a critical failure, it dies. |
The "effect of a failed Banishment save" is normally just to banish the target. This refers only to special reactions the creature may have to such a thing.
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
|---|---|
| Divine | This spell can be identified using Religion. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
Prerequisites Legendary in Religion.
You’re so immersed in divine scripture that you find meaning and guidance in your texts in any situation.
Spend 10 minutes Deciphering Writing on religious scriptures of your deity or philosophy while thinking about a particular problem or conundrum you face, and then attempt a Religion check (DC determined by the GM).
If you succeed, you unearth a relevant passage, parable, or aphorism that can help you move forward or change your thinking to help solve your conundrum. For example, the GM might provide you with a cryptic poem or hint that can guide you to the next step of solving your problem.
| Feat Type | Skill |
|---|---|
| Level | 15 |
| Skill | Religion |
| Requirement | L |
| Level | 8 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | Touch |
| Area | |
| Target | 1 willing creature |
| Save | |
| Duration |
You infuse a target with spiritual energy, refreshing its magic.
If it prepares spells, it recovers one 6th-level or lower spell it previously cast today and can cast that spell again.
If it spontaneously casts spells, it recovers one of its 6th-level or lower spell slots.
If it has a focus pool, it regains its Focus Points, as if it had Refocused.
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
|---|---|
| Divine | This spell can be identified using Religion. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Mental | This won't work on objects or Mindless creatures, and maybe not Swarm Minds. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
| Level | 1 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | 30 feet |
| Area | |
| Target | 1 creature |
| Save | AC |
| Duration |
You unleash a beam of divine energy.
Choose an alignment your deity has (, , , or ). You can’t cast this spell if you don’t have a deity or if your deity is true neutral. The spell gains the trait of the alignment you chose.
Make a ranged spell attack roll against the target’s AC.
On a hit, the target takes damage of the chosen alignment type equal to 1d4 + your spellcasting ability modifier (double damage on a critical hit).
Heightened (+1) The damage increases by 1d4.
| Attack | This is affected by Multiple Attack Penalty. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
| Level | 7 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | |
| Area | |
| Target | You |
| Save | |
| Duration | 1 minute |
You accept otherworldly energies into your body; while you are still recognizably yourself, you gain the features of one of your deity’s servitors.
Choose an alignment your deity has (, , , or ). You can’t cast this spell if you don’t have a deity or your deity is true neutral. This spell gains the trait of the alignment you chose.
If you were or smaller, you become , as the effects of Enlarge. You must have space to expand into, or the spell is lost.
You also gain the following benefits.
If you chose good or lawful, your fist attacks deal 2d8 damage.
If you chose chaotic, you gain a bite unarmed attack that deals 2d10 piercing damage.
If you chose evil, you gain a claws unarmed attack that deals 2d8 slashing damage and has the and traits.
Heightened (9th) The temporary Hit Points increase to 60, the weakness increases to 15, and the duration increases to 10 minutes.
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
|---|---|
| Divine | This spell can be identified using Religion. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
| Level | 4 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | 120 feet |
| Area | 20 foot Burst |
| Target | |
| Save | Fortitude |
| Duration |
You can channel the fury of your deity against foes of opposed alignment.
Choose an alignment your deity has (, , , or ). You can’t cast this spell if you don’t have a deity or your deity is true neutral. This spell gains the trait of the alignment you chose.
You deal 4d10 damage of the alignment you chose; each creature in the area must attempt a Fortitude save.
Creatures that match the alignment you chose are unaffected.
Those that neither match nor oppose it treat the result of their saving throw as one degree better.
| Critical Success | The creature is unaffected. |
|---|---|
| Success | The creature takes half damage. |
| Failure | The creatures takes full damage and is Sickened 1. |
| Critical Failure | The creature takes full damage and is Sickened 2. While it is sickened, it is also Slowed 1. |
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
|---|---|
| Divine | This spell can be identified using Religion. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
| Level | 6 |
|---|---|
| Components | |
| Cast Time | |
| Range | 30 feet |
| Area | |
| Target | 1 creature |
| Save | Will |
| Duration | Until the next time you make your daily preparations |
You take command of the target, forcing it to obey your orders.
The effect depends on its Will save.
If you issue an obviously self-destructive order, the target doesn’t act until you issue a new order.
This does not give the target the Controlled status.
Heightened (10th) The duration is unlimited.
| Critical Success | The target is unaffected. |
|---|---|
| Success | The target is Stunned 1 as it fights off your commands. |
| Failure | The target follows your orders but can attempt a Will save at the end of each of its turns. On a success, the spell ends. |
| Critical Failure | As a failure, but the target recieves a new save only if you give it a new order that is against its nature, such as killing its allies. |
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Incapacitation | This has reduced effect against creatures of higher level. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Mental | This won't work on objects or Mindless creatures, and maybe not Swarm Minds. |
| Occult | This spell can be identified using Occultism. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Uncommon | You can't normally gain this by character advancement. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
A powerful force has gripped your soul, calling you closer to death.
Doomed always includes a value. The Dying value at which you die is reduced by your doomed value.
If your maximum dying value is reduced to 0, you instantly die.
When you die, you’re no longer doomed.
Your doomed value decreases by 1 each time you get a full night’s rest.
You know your formulas so well that you can concoct two items at once.
When using the Quick Alchemy action, instead of spending one batch of infused reagents to create a single item, you can spend up to two batches of infused reagents to make up to two alchemical items as described in that action.
These items do not have to be the same.
Dragons are reptilian creatures, often winged or with the power of flight.
Most are able to use a breath weapon and are immune to sleep and the Paralyzed condition.
| Level | 6 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | |
| Area | |
| Target | You |
| Save | |
| Duration | 1 minute |
Calling upon powerful transformative magic, you gain a dragon battle form. You must have space to expand or the spell is lost.
When you cast this spell, choose one type of chromatic or metallic dragon. While in this form, you gain the trait. You have hands in this battle form and can take actions.
You can Dismiss the spell.
The special statistics of a battle form can be adjusted only by circumstance bonuses, status bonuses, and penalties. You can't cast spells, or speak, in your battle form. Your gear is absorbed into you; the constant abilities of your gear still function, but you can’t activate any items.
You gain the following statistics and abilities regardless of which battle form you choose:
You also gain specific abilities based on the type of dragon you choose:
Heightened (8th) Your battle form is , you gain a +20‑foot status bonus to your fly Speed, and your attacks have 10-foot reach (or 15-foot reach if they previously had 10 foot reach). You instead gain AC = 21 + your level, 15 temporary HP, an attack modifier of +28, a damage bonus of +12, Athletics +28, and a +14 status bonus to breath weapon damage.
As written there are no alignment restrictions on the type of dragon you choose.
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Primal | This spell can be identified using Nature. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
When a creature successfully drains you of blood or life force, you become less healthy.
Drained always includes a value. You take a status penalty equal to your drained value on Constitution-based checks, such as Fortitude saves.
You also lose a number of Hit Points equal to your level (minimum 1) times the drained value, and your maximum Hit Points are reduced by the same amount. For example, if you’re hit by an effect that inflicts drained 3 and you’re a 3rd-level character, you lose 9 Hit Points and reduce your maximum Hit Points by 9.
Losing these Hit Points doesn’t count as taking damage.
Each time you get a full night’s rest, your drained value decreases by 1. If you have the Fast Recovery Feat, it instead decreases by 2. This increases your maximum Hit Points, but you don’t immediately recover the lost Hit Points
| Fast Recovery | Drained | Increases the effectiveness of saves. |
|---|
| Level | 8 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | 10 minutes |
| Range | Planetary |
| Area | |
| Target | Up to 12 creatures you know by name and have met in person |
| Save | |
| Duration | 1 hour |
When you Cast this Spell, any targets—including you—can choose to immediately fall asleep. The spell ends for any creatures that don’t choose to fall asleep.
Sleepers join a shared dream, where they can communicate with one another as though they were in the same room.
Individual targets leave this shared dream upon awakening, and if all the targets awaken, the spell ends.
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Illusion | It may be possible to disbelieve this with Perception vs its DC. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Mental | This won't work on objects or Mindless creatures, and maybe not Swarm Minds. |
| Occult | This spell can be identified using Occultism. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
| Level | 3 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | Planetary |
| Area | |
| Target | 1 creature you know by name and have met in person |
| Save | |
| Duration | 1 day |
You send a message to your target’s dream.
The message is one-way, up to 1 minute of speech (roughly 150 words).
If the target is asleep, they receive the message instantly. If not, they receive it the next time they sleep.
As soon as they receive it, the spell ends, and you know the message was sent.
Heightened (4th) You can target up to 10 creatures you know by name and have met in person. You must send the same message to all of them; the spell ends for each creature individually.
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Divine | This spell can be identified using Religion. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Mental | This won't work on objects or Mindless creatures, and maybe not Swarm Minds. |
| Occult | This spell can be identified using Occultism. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
| Level | 5 |
|---|---|
| Components | Material Somatic Verbal |
| Cast Time | 10 minutes |
| Range | Touch |
| Area | |
| Target | 1 willing sleeping creature |
| Save | |
| Duration | 8 hours |
You draw the target into a lucid dream where it can explore the endless possibilities of its own potential within the everchanging backdrop of its dreamscape.
If it sleeps the full 8 hours uninterrupted, when it wakes, it counts as having spent a day of downtime Retraining, though it can’t use dreaming potential for any retraining that would require either an instructor or specialized knowledge it can’t access within the dream.
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
|---|---|
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Material | You must have a free hand to take out components to cast this spell. |
| Mental | This won't work on objects or Mindless creatures, and maybe not Swarm Minds. |
| Occult | This spell can be identified using Occultism. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
| Level | 5 |
|---|---|
| Components | Somatic |
| Cast Time | |
| Range | 120 feet |
| Area | |
| Target | 1 creature |
| Save | |
| Duration | Sustained up to 1 minute |
Trigger A creature within range is hit by an attack from an enemy.
The target appears to fall down dead, though it actually turns Invisible.
Its illusory corpse remains where it fell, complete with a believable fatal wound. This illusion looks and feels like a dead body.
If the target’s death seems absurd—for instance, a barbarian at full health appears to be slain by 2 damage—the GM can grant the attacker an immediate Perception check to disbelieve the illusion.
If the target uses Hostile Actions, the spell ends. This ends the entire spell, so the illusory corpse disappears too.
Heightened (7th) The spell doesn't end if the target uses hostile actions.
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Divine | This spell can be identified using Religion. |
| Illusion | It may be possible to disbelieve this with Perception vs its DC. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Uncommon | You can't normally gain this by character advancement. |
| Visual | This works only against creatures that can see it and are not Blinded. |
Subterranean kin of the elves, drow typically have darkvision and inborn magical abilities.
You can hold your breath for a number of rounds equal to 5 + your Constitution modifier.
Reduce your remaining air by 1 round at the end of each of your turns, or by 2 if you attacked or cast any spells that turn.
You also lose 1 round worth of air each time you are critically hit or critically fail a save against a damaging effect.
If you speak (including casting spells with components or activating items with components) you lose all remaining air.
When you run out of air, you fall unconscious and start Suffocating.
| Breath Control | Drowning | Allows you to hold your breath for 25 times as long as usual. |
|---|
Prerequisites Trained in a skill with the Recall Knowledge action.
You’re a treasure trove of information, but not all of it comes from reputable sources.
When you fail a Recall Knowledge check using any skill, you learn a bit of true knowledge and a bit of erroneous knowledge, but you don’t have any way to differentiate which is which.
| Feat Type | Skill |
|---|---|
| Level | 1 |
| Skill | |
| Requirement |
Subterranean kin of the dwarves, duergars typically have Darkvision and immunity to .
They are not easily fooled by illusions.
| Level | 7 |
|---|---|
| Components | Material Somatic Verbal |
| Cast Time | |
| Range | 30 feet |
| Area | |
| Target | 1 enemy of level 15 or lower |
| Save | Fortitude |
| Duration | Sustained up to 1 minute |
You try to create a temporary duplicate of an enemy to fight on your behalf.
The target can attempt a Fortitude save to disrupt the spell.
The duplicate appears in an unoccupied space adjacent to the target and has the target’s attack modifier, AC, saving throw modifiers, Perception, and skill modifiers, but it has only 70 Hit Points and lacks the target’s special abilities, including immunities, resistances, and weaknesses.
It has no magic items except weapon potency runes.
The duplicate gains the trait, and it can only Stride and Strike.
Its Strikes deal the target’s normal damage but don’t apply added effects, since it doesn’t have special abilities.
The spell automatically ends if the duplicate’s Hit Points drop to 0.
The duplicate attacks your enemies to the best of its abilities. You can also try to give it additional instructions; when you Sustain the Spell, you can also Command a Minion as part of your action, but the GM determines whether the duplicate follows your command. This may be an error as there is no "Command a Minion" action.
The duplicate is unstable, so each turn after it takes its actions, it loses 4d6 Hit Points. It’s not a living creature, and it can never regain its lost Hit Points in any way.
| Critical Success | You fail to create a duplicate. |
|---|---|
| Success | The duplicate deals half damage with its Strikes and the duration is reduced to a maximum of 2 rounds. |
| Failure | The duplicate works as described. |
| Critical Failure |
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Material | You must have a free hand to take out components to cast this spell. |
| Occult | This spell can be identified using Occultism. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
You are bleeding out or otherwise at death’s door.
While you have this condition, you are Unconscious.
If you gain the Dying condition while Wounded, increase your Dying condition by the amount of your Wounded condition.
Dying always includes a value, and if it ever reaches dying 4, you die. If you have the Diehard feat, you instead die at dying 5.
If you’re dying, you must attempt a Recovery Check at the start of your turn each round to determine whether you get better or worse.
Your dying condition increases by 1 if you take damage while dying, or by 2 if you take damage from an enemy’s critical hit or a critical failure on your save.
If you lose the dying condition by succeeding at a recovery check and are still at 0 Hit Points, you remain unconscious, but you can wake up as described in that condition.
You lose the dying condition automatically and wake up if you ever have 1 Hit Point or more.
Any time you lose the dying condition, you gain the Wounded 1 condition, or increase your wounded condition value by 1 if you already have that condition, unless you lost the dying condition by spending Hero Points.
| Diehard | Dying | Die at Dying 5, not Dying 4. |
|---|
You use one of your skills to make money during downtime.
The GM assigns a task level representing the most lucrative job available. You can search for lower-level tasks, with the GM determining whether you find any. Sometimes you can attempt to find better work than the initial offerings, though this takes time and requires using the Diplomacy skill to Gather Information, doing some research, or socializing.
When you take on a job, the GM secretly sets the DC of your skill check. After your first day of work, you roll to determine your earnings. You gain an amount of income based on your result, the task’s level, and your proficiency rank.
You can continue working at the task on subsequent days without needing to roll again. For each day you spend after the first, you earn the same amount as the first day, up until the task’s completion.
The GM determines how long you can work at the task. Most tasks last a week or two, though some can take months or even years.
Using Crafting, you can work at producing common items for the market. It’s usually easy to find work making basic items whose level is 1 or 2 below your settlement’s level. Higher-level tasks represent special commissions, which might require you to Craft a specific item using the Craft downtime activity and sell it to a buyer at full price. These opportunities don’t occur as often and might have special requirements—or serious consequences if you disappoint a prominent client.
You can apply the practical benefits of one of your Lore specialties during downtime by practicing your trade. This is most effective for Lore specialties such as business, law, or sailing, where there’s high demand for workers. The GM might increase the DC or determine only low-level tasks are available if you’re attempting to use an obscure Lore skill to Earn Income. You might also need specialized tools to accept a job, like mining tools to work in a mine or a merchant’s scale to buy and sell valuables in a market.
You can use Performance to perform for an audience to make money. The available audiences determine the level of your task, since more discerning audiences are harder to impress but provide a bigger payout. The GM determines the task level based on the audiences available. Performing for a typical audience of commoners on the street is a level 0 task, but a performance for a group of artisans with more refined tastes might be a 2nd- or 3rd-level task, and ones for merchants, nobility, and royalty are increasingly higher level. Your degree of success determines whether you moved your audience and whether you were rewarded with applause or rotten fruit.
When Earning Income, you might be able to spend days of downtime to prepare for your task, which adjusts the DC of the skill check. This might involve rehearsing a play, studying a topic, and so on. The GM determines how long preparation takes and how much the DC changes. This is most useful when you’re trying a task that’s higher level than you; otherwise such tasks have an increased DC!
When a task you’re doing is complete, or if you stop in the middle of one, you normally have to find a new task if you want to keep Earning Income. For instance, if you quit your job working at the docks, you’ll need to find another place of employment instead of picking up where you left off. This usually takes 1 day or more of downtime looking for leads on new jobs.
However, you might pause a task due to an adventure or event that wouldn’t prevent you from returning to the old job later. The GM might decide that you can pick up where you left off, assuming the task hasn’t been completed by others in your absence. Whether you roll a new skill check when you resume is also up to the GM. Generally speaking, if you had a good initial roll and want to keep it, you can, but if you had a bad initial roll, you can’t try for a better one by pausing to do something else. If your statistics changed during the break—usually because you leveled up while adventuring—you can attempt a new check.
| Task Level | Failure | Trained | Expert | Master | Legendary |
|---|---|---|---|---|---|
| 0 | 1 cp | 5 cp | 5 cp | 5 cp | 5 cp |
| 1 | 2 cp | 2 sp | 2 sp | 2 sp | 2 sp |
| 2 | 4 cp | 3 sp | 3 sp | 3 sp | 3 sp |
| 3 | 8 cp | 5 sp | 5 sp | 5 sp | 5 sp |
| 4 | 1 sp | 7 sp | 8 sp | 8 sp | 8 sp |
| 5 | 2 sp | 9 sp | 1 gp | 1 gp | 1 gp |
| 6 | 3 sp | 1 gp, 5 sp | 2 gp | 2 gp | 2 gp |
| 7 | 4 sp | 2 gp | 2 gp, 5 sp | 2 gp, 5 sp | 2 gp, 5 sp |
| 8 | 5 sp | 2 gp, 5 sp | 3 gp | 3 gp | 3 gp |
| 9 | 6 sp | 3 gp | 4 gp | 4 gp | 4 gp |
| 10 | 7 sp | 4 gp | 5 gp | 6 gp | 6 gp |
| 11 | 8 sp | 5 gp | 6 gp | 8 gp | 8 gp |
| 12 | 9 sp | 6 gp | 8 gp | 10 gp | 10 gp |
| 13 | 1 gp | 7 gp | 10 gp | 15 gp | 15 gp |
| 14 | 1 gp, 5 sp | 8 gp | 15 gp | 20 gp | 20 gp |
| 15 | 2 gp | 10 gp | 20 gp | 28 gp | 28 gp |
| 16 | 2 gp, 5 sp | 13 gp | 25 gp | 36 gp | 40 gp |
| 17 | 3 gp | 15 gp | 30 gp | 45 gp | 55 gp |
| 18 | 4 gp | 20 gp | 45 gp | 70 gp | 90 gp |
| 19 | 6 gp | 30 gp | 60 gp | 100 gp | 130 gp |
| 20 | 8 gp | 40 gp | 75 gp | 150 gp | 200 gp |
| 20 (critical success) | — | 50 gp | 90 gp | 175 gp | 300 gp |
| Actions | |
|---|---|
| Free Hands | |
| Skill | Crafting Lore Performance |
| Defense | |
| Tool | |
| Sub-actions |
| Trained | You must be trained in the relevant skill to use this. Having Untrained Improvisation is not sufficient. |
|---|
| Bargain Hunter | Earn Income | You can earn income using Diplomacy. |
|---|---|---|
| Experienced Professional | Earn Income | Turns fumbles to fails and doubles fail income if Expert. |
| Experienced Smuggler | Earn Income | Get smuggling jobs earning with Underworld Lore. |
| Legendary Performer | Earn Income | Audiences available are 2 levels higher. |
| Legendary Professional | Earn Income | +2 Lore based consulting jobs available. |
| Magical Shorthand | Earn Income | You can "earn" discounts on learning spells. |
| Crafting | Earn Income | |
| Intelligence | Crafting | Key ability for this skill. |
| Frightened | Intelligence | Reduces all checks and DCs. |
| Sickened | Intelligence | Reduces Intelligence by the condition value. |
| Mariner's Curse | Sickened | Can prevent recovering from sickened while curse persists. |
| Stupefied | Intelligence | Gives status penalty of condition value. |
| Lore | Earn Income | |
| Intelligence | Lore | Key ability for this skill. |
| Frightened | Intelligence | Reduces all checks and DCs. |
| Sickened | Intelligence | Reduces Intelligence by the condition value. |
| Mariner's Curse | Sickened | Can prevent recovering from sickened while curse persists. |
| Stupefied | Intelligence | Gives status penalty of condition value. |
| Performance | Earn Income | |
| Charisma | Performance | Key ability for this skill. |
| Frightened | Charisma | Reduces all checks and DCs. |
| Sickened | Charisma | Reduces Charisma by the condition value. |
| Mariner's Curse | Sickened | Can prevent recovering from sickened while curse persists. |
| Stupefied | Charisma | Gives status penalty of condition value. |
Effects with the earth trait either manipulate or conjure earth.
Those that manipulate earth have no effect in an area without earth.
Creatures with this trait consist primarily of earth or have a magical connection to that element.
| Level | 3 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | 120 feet |
| Area | |
| Target | 1 flying creature |
| Save | Fortitude |
| Duration | Varies |
Using the weight of earth, you hamper a target’s flight, with effects based on its Fortitude save.
If the creature reaches the ground safely, it doesn’t take falling damage.
| Critical Success | The target is unaffected. |
|---|---|
| Success | The target falls safely up to 120 feet. |
| Failure | The target falls safely up to 120 feet. If it hits the ground, it can't Fly, Levitate or otherwise leave the ground for 1 round. |
| Critical Failure | The target falls safely up to 120 feet. If it hits the ground, it can’t Fly, levitate, or otherwise leave the ground for 1 minute. |
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Primal | This spell can be identified using Nature. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
| Level | 8 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | 500 feet |
| Area | 60 foot Burst |
| Target | |
| Save | Reflex |
| Duration | 1 round |
You shake the ground, topple creatures into fissures, and collapse structures. The GM might add additional effects in certain areas. Cliffs might collapse, causing creatures to fall, or a lake might drain as fissures open up below its surface, leaving a morass of quicksand.
Heightened (10th) You create a massive earthquake that can devastate a settlement. The range increases to half a mile and the area to a quarter-mile burst.
| Critical Success | The creature takes half the collapse damage. |
|---|---|
| Success | the creature takes half the collapse damage and falls prone. |
| Failure | The creature takes the full collapse damage and falls Prone. |
| Critical Failure | The creature takes the full collapse damage and falls into a fissure. |
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Primal | This spell can be identified using Nature. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
| Level | 7 |
|---|---|
| Components | Arcane Divine Primal |
| Cast Time | |
| Range | 500 feet |
| Area | 60 foot Burst |
| Target | |
| Save | Reflex |
| Duration |
A globe of freezing darkness explodes in the area, dealing 8d10 cold damage to creatures and objects in the area, plus 8d4 additional negative damage to living creatures.
Creatures and objects in the area must attempt a basic Reflex save. On a critical failure, creatures are also Blinded by the darkness for an unlimited duration.
If the globe overlaps with an area of magical or affects a creature affected by magical light, eclipse burst attempts to Counteract the light effect.
Heightened (+1) The cold damage increases by 1d10 and the negative damage against the living increases by 1d4.
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Divine | This spell can be identified using Religion. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Primal | This spell can be identified using Nature. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
Thanks to the time you’ve spent studying and experimenting, you know how to scale your formulas into larger batches that don’t require any additional attention.
When spending downtime to Craft alchemical items, you can produce twice as many alchemical items in a single batch without spending additional preparatory time. For instance, if you are creating elixirs of life, you can craft up to eight elixirs in a single batch using downtime, rather than four.
This does not reduce the amount of alchemical reagents required or other ingredients needed to craft each item, nor does it increase your rate of progress for days past the base downtime spent.
This also does not change the number of items you can create in a batch using Advanced Alchemy.
| Feat Type | Class |
|---|---|
| Level | 4 |
| Class | Alchemist |
You can cause your body to twist and flow like the quicksilver within your mutagens.
Whenever you are under the effects of a Quicksilver Mutagen you created, you can stretch your legs and Step up to 10 feet, and you can squish and compress your body, allowing you to make it through tight spaces as if you were one size smaller, in addition to any effect from Squeezing.
| Feat Type | Class |
|---|---|
| Level | 10 |
| Class | Alchemist |
| Level | 1 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | 30 feet |
| Area | |
| Target | 1 or 2 creatures |
| Save | Reflex |
| Duration |
An arc of lightning leaps from one target to another.
You deal electricity damage equal to 1d4 plus your spellcasting ability modifier.
Heightened (+1) The damage increases by 1d4.
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Primal | This spell can be identified using Nature. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
Effects with this trait deal electricity damage.
A creature with this trait has a magical connection to electricity.
Magical electrical effects may not be subject to real-world effects such as grounding, insulation, shorting etc.
Elementals are creatures directly tied to an element and are native to the Elemental Planes.
Elementals don’t need to breathe.
| Level | 5 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | |
| Area | |
| Target | |
| Save | |
| Duration | 1 minute |
You call upon the power of the planes to transform into a elemental battle form.
The special statistics of a battle form can be adjusted only by circumstance bonuses, status bonuses, and penalties.
You can't cast spells, or speak in your battle form.
Your gear is absorbed into you; the constant abilities of your gear still function, but you can’t activate any items.
When you cast this spell, choose , , , or . While in this form, you gain the corresponding trait and the elemental trait.
You have hands in this battle form and can take Manipulate actions.
You can Dismiss the spell.
You gain the following statistics and abilities regardless of which battle form you choose:
You also gain specific abilities based on the type of elemental you choose:
Heightened (6th) Your battle form is and your attacks have 10-foot reach. You must have space to expand or the spell is lost. You instead gain AC = 22 + your level, 15 temporary HP, an attack modifier of +23, a damage bonus of +13, and Acrobatics or Athletics +23.
Heightened (7th) Your battle form is and your attacks have 15-foot reach. You must have space to expand or the spell is lost. You instead gain AC = 22 + your level, 20 temporary HP, an attack modifier of +25, a damage bonus of +11, double the number of damage dice (including persistent damage), and Acrobatics or Athletics +25.
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Primal | This spell can be identified using Nature. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
An emanation issues forth from each side of your space, extending out to a specified number of feet in all directions.
For instance, the bless spell’s emanation radiates 5 or more feet outward from the caster.
Because the sides of a target’s space are used as the starting point for the emanation, an emanation from a Large or larger creature affects a greater overall area than that of a Medium or smaller creature.
If an emanation effect has a duration, it moves with the caster unless stated otherwise.
Enchantments affect the minds and emotions of other creatures—sometimes to influence and control them, and other times to bolster them to greater heights of courage.
Enchantment spells almost always have the trait, and many have the trait or the trait.
You are carrying more weight than you can manage.
While you’re encumbered, you’re Clumsy 1 and take a 10-foot penalty to all your Speeds. As with all penalties to your Speed, this can’t reduce your Speed below 5 feet.
| Level | 2 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | 10 minutes |
| Range | Touch |
| Area | |
| Target | 1 willing creature |
| Save | |
| Duration | Until the next time you make your daily preparations |
You shield the target against dangerous temperatures.
Choose severe cold or heat. The target is protected from the temperature you chose (but not extreme cold or heat).
Heightened (3rd) The target is protected from severe cold and heat.
Heightened (5th) The target is protected from severe cold, severe heat, extreme cold, and extreme heat.
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Divine | This spell can be identified using Religion. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Primal | This spell can be identified using Nature. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
You’ve learned how to make your personal energy last just a little bit longer when quickly brewing ad hoc concoctions.
When using Quick Alchemy to create an alchemical tool or elixir, that tool or elixir remains potent until the end of your next turn, instead of losing its potency at the start of your next turn.
| Feat Type | Class |
|---|---|
| Level | 4 |
| Class | Alchemist |
| Level | 7 |
|---|---|
| Components | Material Somatic Verbal |
| Cast Time | 1 minute |
| Range | Touch |
| Area | |
| Target | 1 creature |
| Save | |
| Duration | 24 hours |
You protect the target with a powerful, long-lasting energy barrier.
The target gains resistance 5 to , , , , , , , and damage.
Heightened (9th) The resistances increase to 10.
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Divine | This spell can be identified using Religion. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Material | You must have a free hand to take out components to cast this spell. |
| Occult | This spell can be identified using Occultism. |
| Primal | This spell can be identified using Nature. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
You’re physically weakened.
Enfeebled always includes a value. When you are enfeebled, you take a status penalty equal to the condition value to Strength-based rolls and DCs, including Strength-based melee attack rolls, Strength-based damage rolls, and Athletics checks.
The monster Strides up to double its Speed and can move through the spaces of any creatures in its path.
Any creature of the monster’s size or smaller whose space the monster moves through can attempt a Reflex save with the listed DC to avoid being engulfed. A creature unable to act automatically critically fails this save.
If a creature succeeds at its save, it can choose to be either pushed aside (out of the monster’s path) or pushed in front of the monster to the end of the monster’s movement.
The monster can attempt to Engulf the same creature only once in a single use of Engulf.
The monster can contain as many creatures as can fit in its space.
A creature that fails its save is pulled into the monster’s body. It is Grabbed, is Slowed 1, and has to hold its breath or start suffocating.
The creature takes the listed amount of damage when first engulfed and at the end of each of its turns while it’s engulfed.
An engulfed creature can get free by Escaping against the listed escape DC.
An engulfed creature can attack the monster engulfing it, but only with unarmed attacks or with weapons of light Bulk or less. The engulfing creature is Flat-Footed against the attack.
If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the engulfed creature cuts itself free.
A creature that gets free by either method can immediately breathe and exits the swallowing monster’s space.
If the monster dies, all creatures it has engulfed are automatically released as the monster’s form loses cohesion.
| Actions | 2 |
|---|---|
| Free Hands | |
| Skill | |
| Defense | |
| Tool | |
| Sub-actions |
| Level | 2 |
|---|---|
| Components | Material Somatic Verbal |
| Cast Time | 1 minute |
| Range | Touch |
| Area | |
| Target | Up to 1 gallon of non-magical water or up to 5 pounds of food |
| Save | |
| Duration | 1 hour |
You transform the target into delicious fare, changing water into wine or another fine beverage or enhancing the food’s taste and ingredients to make it a gourmet treat.
Prior to the transformation, the spell attempts to Counteract any s in the food or water.
The food turns back to normal if not consumed before the duration expires, though any poisons that were counteracted are still gone.
Heightened (+1) The number of gallons of water you can target increases by 1, or the number of pounds of food you can target increases by 5.
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
|---|---|
| Divine | This spell can be identified using Religion. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Material | You must have a free hand to take out components to cast this spell. |
| Primal | This spell can be identified using Nature. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
Prerequisites A Familiar.
You infuse your familiar with additional magical energy.
You can select four familiar or master abilities each day, instead of two.
Special If your arcane thesis is Improved Familiar Attunement, your familiar’s base number of familiar abilities, before adding any extra abilities from the arcane thesis, is four.
| Feat Type | Class |
|---|---|
| Level | 2 |
| Class | Wizard |
| Level | 2 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | 30 feet |
| Area | |
| Target | 1 willing creature |
| Save | |
| Duration | 5 minutes |
Bolstered by magical power, the target grows to size .
Its equipment grows with it but returns to natural size if removed.
The creature is Clumsy 1.
Its reach increases by 5 feet (or by 10 feet if it started out Tiny), and it gains a +2 status bonus to melee damage.
This spell has no effect on a Large or larger creature.
Heightened (4th) The creature instead grows to size . The status bonus to melee damage is +4 and the creature’s reach increases by 10 feet (or 15 feet if the creature started out Tiny). The spell has no effect on a Huge or larger creature.
Heightened (6th) As level 4, but you can target up to 10 creatures.
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Primal | This spell can be identified using Nature. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
| Level | 2 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | 120 feet |
| Area | All squares in a 20-foot radius Burst that contain plants |
| Target | |
| Save | Reflex |
| Duration | 1 minute |
Plants in the area entangle creatures.
The area counts as Difficult Terrain.
Each round that a creature starts its turn in the area, it must attempt a Reflex save.
On a failure, it takes a –10-foot circumstance penalty to its Speeds until it leaves the area, and on a critical failure, it is also Immobilized for 1 round.
Creatures can attempt to Escape at entangle’s DC to remove these effects.
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
|---|---|
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Primal | This spell can be identified using Nature. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
| Level | 3 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | 120 feet |
| Area | |
| Target | All creatures in range |
| Save | Will |
| Duration | Sustained |
Your words fascinate your targets.
You speak or sing without interruption throughout the casting and duration.
Targets who notice your speech or song might give their undivided attention; each target must attempt a Will save.
The GM might grant a circumstance bonus (to a maximum of +4) if the target is of an opposing religion, ancestry, or political leaning, or is otherwise unlikely to agree with what you’re saying.
Each creature that comes within range has to attempt a save when you Sustain the Spell.
If you’re speaking, enthrall gains the trait.
| Critical Success | The target is unaffected and notices that you tried to use magic. |
|---|---|
| Success | The target needn’t pay attention but doesn’t notice you tried to use magic (it might notice others are enthralled). |
| Failure | The target is Fascinated with you. It can attempt another Will save if it witnesses actions or speech with which it disagrees. If it succeeds, it’s no longer fascinated and is temporarily immune for 1 hour. If the target is subject to a hostile act, or if another creature succeeds at a Diplomacy or Intimidation check against it, the fascination ends immediately. |
| Critical Failure | As failure, but the target can’t attempt a save to end the fascination if it disagrees with you. |
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Auditory | This works only against creatures that can hear it and are not Deafened. |
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Emotion | This won't work on creatures with mechanical or artificial intillegence. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Occult | This spell can be identified using Occultism. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
You attempt to escape from being Grabbed, Immobilized, or Restrained.
Choose one creature, object, spell effect, hazard, or other impediment imposing any of those conditions on you.
Attempt a check using your unarmed attack modifier against the DC of the effect. This is typically the Athletics DC of a creature grabbing you, the Thievery DC of a creature who tied you up, the spell DC for a spell effect, or the listed Escape DC of an object, hazard, or other impediment.
You can attempt an Acrobatics or Athletics check instead of using your attack modifier if you choose (but this action still has the attack trait).
| Critical Success | You get free and remove the grabbed, immobilized, and restrained conditions imposed by your chosen target. You can then Stride up to 5 feet. |
|---|---|
| Success | You get free and remove the grabbed, immobilized, and restrained conditions imposed by your chosen target. |
| Failure | |
| Critical Failure | You don’t get free, and you can’t attempt to Escape again until your next turn. |
| Actions | 1 |
|---|---|
| Free Hands | |
| Skill | |
| Defense | |
| Tool | |
| Sub-actions |
| Attack | This is affected by Multiple Attack Penalty. |
|---|
| Freedom of Movement | Escape | Gives auto success against lower level effects than the spell. |
|---|---|---|
| Unarmed Attack | Escape | |
| Athletics | Escape | |
| Strength | Athletics | Key ability for this skill. |
| Enfeebled | Strength | Reduces Strength by the condition value. |
| Sickened | Strength | Reduces Strength by the condition value. |
| Mariner's Curse | Sickened | Can prevent recovering from sickened while curse persists. |
| Thievery | Escape | |
| Dexterity | Thievery | Key ability for this skill. |
| Clumsy | Dexterity | Gives status penalty to Dexterity equal to condition value. |
| Frightened | Dexterity | Reduces all checks and DCs. |
| Sickened | Dexterity | Reduces Dexterity by the condition value. |
| Mariner's Curse | Sickened | Can prevent recovering from sickened while curse persists. |
| Acrobatics | Escape | |
| Dexterity | Acrobatics | Key ability for this skill. |
| Clumsy | Dexterity | Gives status penalty to Dexterity equal to condition value. |
| Frightened | Dexterity | Reduces all checks and DCs. |
| Sickened | Dexterity | Reduces Dexterity by the condition value. |
| Mariner's Curse | Sickened | Can prevent recovering from sickened while curse persists. |
You can use clever workarounds to replicate the arcane essence of certain materials.
When Casting a Spell that requires material components, you can provide these material components without a spell component pouch by drawing intricate replacement sigils in the air.
Unlike when providing somatic components, you still must have a hand completely free.
This doesn’t remove the need for any materials listed in the spell’s cost entry.
| Feat Type | Class |
|---|---|
| Level | 1 |
| Class | Wizard |
Prerequisite Extend Elixir.
Your body readily accepts and retains minor changes.
When you drink one of your alchemical items that has the and traits and a duration of 1 minute or more, you can make the elixir’s duration indefinite.
You can do so only if the elixir’s level is half your level or lower.
If you later consume a different elixir and make it indefinite, the effect of the previous indefinite elixir ends.
| Feat Type | Class |
|---|---|
| Level | 16 |
| Class | Alchemist |
Ethereal creatures are natives of the Ethereal Plane.
They can survive the basic environmental effects of the Ethereal Plane.
| Level | 7 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | |
| Area | |
| Target | |
| Save | |
| Duration | Sustained up to 1 minute |
You travel to the Ethereal Plane, which overlaps the Material Plane.
Material Plane creatures can’t see you, and you can move through things on the Material Plane.
You move at half your normal Speeds, but can move in any direction (including up and down).
You can see onto the Material Plane within a radius of 60 feet; it is gray, hazy, and Concealed from you.
You can’t affect the Material Plane, and you can’t be affected by the Material Plane except by effects and s originating there.
When the spell ends, you return to the Material Plane. If you’re in the air, you fall (unless you can fly), and if you’re inside an object, you’re pushed into the nearest open space and take 1d6 damage per 5 feet you were pushed.
If you cast this spell when not on the Material Plane, it is lost.
Heightened (9th) You can target up to five additional willing creatures at a range of 30 feet. The duration is up to 10 minutes.
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
|---|---|
| Divine | This spell can be identified using Religion. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Occult | This spell can be identified using Occultism. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Uncommon | You can't normally gain this by character advancement. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
Evocations capture magical energy and then shape it to harm your foes or protect your allies.
Evocation spells often have a trait that comes from the type of damage they deal, such as , , , , or .
This action is implied by the text of multiple spells.
Bane: Once per turn, starting the turn after you cast bane, you can use a single action, which has the Concentrate trait, to increase the emanation’s radius by 5 feet and force enemies in the area that weren’t yet affected to attempt another saving throw.
Bless: Once per turn, starting the turn after you cast bless, you can use a single action, which has the Concentrate trait, to increase the emanation’s radius by 5 feet.
| Actions | 1 |
|---|---|
| Free Hands | |
| Skill | |
| Defense | |
| Tool | |
| Sub-actions |
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
|---|
Prerequisite Calculated Splash.
The particularly volatile compounds that you brew into your bombs result in them creating especially large and powerful explosions.
When you throw an alchemical bomb you created and that bomb has the trait, you can add your Intelligence modifier to the bomb’s usual splash damage, and it deals splash damage to every creature within 10 feet of the target.
| Feat Type | Class |
|---|---|
| Level | 10 |
| Class | Alchemist |
Prerequisites Master in Perception.
You have a system that lets you search at great speed, finding details and secrets twice as quickly as others can.
When Searching, you take half as long as usual to Search a given area.
This means that while exploring, you double the Speed you can move while ensuring you’ve Searched an area before walking into it (up to half your Speed).
If you’re legendary in Perception, you instead Search areas four times as quickly.
| Feat Type | Skill |
|---|---|
| Level | 7 |
| Skill | Perception |
| Requirement | M |
Prerequisites Trained in Lore.
You carefully safeguard your professional endeavors to prevent disaster.
When you use Lore to Earn Income, if you roll a critical failure, you instead get a failure.
If you’re an expert in Lore, you gain twice as much income from a failed check to Earn Income, unless it was originally a critical failure.
| Feat Type | Skill |
|---|---|
| Level | 1 |
| Skill | Lore |
| Requirement | T |
Prerequisites Trained in Stealth.
You often smuggle things past the authorities.
When the GM rolls your Stealth check to see if a passive observer notices a small item you have concealed, the GM uses the number rolled or 10—whichever is higher—as the result of your die roll, adding it to your Stealth modifier to determine your Stealth check result.
If you’re a master in Stealth, the GM uses the number rolled or 15, and if you’re legendary in Stealth, you automatically succeed at hiding a small concealed item from passive observers.
This provides no benefits when a creature attempts a Perception check while actively searching you for hidden items.
Due to your smuggling skill, you’re more likely to find more lucrative smuggling jobs when using Underworld Lore to Earn Income.
| Feat Type | Skill |
|---|---|
| Level | 1 |
| Skill | Stealth |
| Requirement | T |
Prerequisites Trained in Survival.
Tracking is second nature to you, and when necessary you can follow a trail without pause.
You can Track while moving at full Speed by taking a –5 penalty to your Survival check. If you’re a master in Survival, you don’t take the –5 penalty. If you’re legendary in Survival, you no longer need to roll a new Survival check every hour when tracking, though you still need to roll whenever there are significant changes in the trail.
| Feat Type | Skill |
|---|---|
| Level | 1 |
| Skill | Survival |
| Requirement | T |
Additive 2.
Frequency once per round.
Trigger You craft an alchemical bomb using Quick Alchemy that’s at least 2 levels lower than your advanced alchemy level.
You mix a substance into the bomb to foil resistances.
The bomb reduces any resistance the enemy has to its damage type by an amount equal to your level, but only for that attack.
| Actions | Free |
|---|---|
| Free Hands | |
| Skill | |
| Defense | |
| Tool | |
| Sub-actions |
| Feat Type | Class |
|---|---|
| Level | 16 |
| Class | Alchemist |
| Additive | One per alchemy item, increases item level by the given amount. |
|---|
Integrating your own personal energy into the elixirs you create causes them to affect you for longer.
When you consume one of your alchemical items that has the and traits and a duration of 1 minute or longer, that elixir’s duration is doubled.
| Feat Type | Class |
|---|---|
| Level | 12 |
| Class | Alchemist |
| Eternal Elixir | Extend Elixir | Allows an elixir to last indefinately. |
|---|
| Level | 10 |
|---|---|
| Components | Material Somatic Verbal |
| Cast Time | |
| Range | 100 feet |
| Area | |
| Target | Up to 5 creatures |
| Save | Will |
| Duration | Varies |
Choose a single statement you want the targets to believe. The fact could be narrow, such as “a dragon is circling overhead and wants to kill me”; wide-reaching, such as “all humanoids are disguised abominations”; or conceptual, such as “if I don’t live a kinder life, I’ll be punished in the afterlife.”
The targets’ experiences color how they react to this “truth” and how their behavior changes. If the statement changes what they perceive, they treat the change as a sudden revelation.
The effect of the spell depends on the targets’ Will saves.
If a target is already subject to fabricated truth, your spell tries to Counteract it. If the counteract check fails, the outcome of the target’s saving throw can’t be worse than a success.
| Critical Success | The target doesn’t believe the statement, and it knows you tried to trick it. |
|---|---|
| Success | The target doesn’t believe the statement or realize you tried to trick it. |
| Failure | The target believes the statement for a duration of 1 week. |
| Critical Failure | The target believes the statement with unlimited duration. |
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
|---|---|
| Incapacitation | This has reduced effect against creatures of higher level. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Material | You must have a free hand to take out components to cast this spell. |
| Mental | This won't work on objects or Mindless creatures, and maybe not Swarm Minds. |
| Occult | This spell can be identified using Occultism. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
| Level | 2 |
|---|---|
| Components | Divine Occult Primal |
| Cast Time | |
| Range | 120 feet |
| Area | 10 foot Burst |
| Target | |
| Save | |
| Duration | 5 minutes |
All creatures in the area when you cast the spell are limned in colorful, heatless fire of a color of your choice for the duration.
Visible creatures can’t be Concealed while affected by faerie fire.
If the creatures are Invisible, they are Concealed while affected by faerie fire, rather than being Undetected.
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
|---|---|
| Divine | This spell can be identified using Religion. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Occult | This spell can be identified using Occultism. |
| Primal | This spell can be identified using Nature. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
| Level | 2 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | |
| Area | |
| Target | |
| Save | |
| Duration | 8 hours |
You create a reservoir of vitality from necromantic energy, gaining a number of temporary Hit Points equal to 6 plus your spellcasting ability modifier.
Heightened (+1) The temporary Hit Points increase by 3.
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Occult | This spell can be identified using Occultism. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
| Level | 5 |
|---|---|
| Components | Material Somatic Verbal |
| Cast Time | |
| Range | Touch |
| Area | 100 foot Burst |
| Target | |
| Save | |
| Duration | Until the next time you make your daily preparations |
You create a false image that fools any attempts to scry on an area.
Any spell sees, hears, smells, and otherwise detects whatever you wish within the area, rather than what is actually in the area.
You can Sustain the Spell each round to change the illusion as you desire, including playing out a complex scene.
If the scrying spell is of a higher level than false vision, the scryer can attempt a Perception check to disbelieve the illusion, though even if they’re successful, they can’t learn what’s truly going on in the area.
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Illusion | It may be possible to disbelieve this with Perception vs its DC. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Material | You must have a free hand to take out components to cast this spell. |
| Occult | This spell can be identified using Occultism. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Uncommon | You can't normally gain this by character advancement. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
You make a pact with creature that serves you and assists your spellcasting.
You gain a Familiar.
| Feat Type | Class |
|---|---|
| Level | 1 |
| Class | Wizard |
You’ve learned how to throw a longer distance.
When you throw an alchemical bomb, it has a range increment of 30 feet instead of the usual 20 feet.
| Feat Type | Class |
|---|---|
| Level | 1 |
| Class | Alchemist |
You are compelled to focus your attention on something, distracting you from whatever else is going on around you.
You take a –2 status penalty to Perception and skill checks.
You can’t use actions with the Concentrate trait unless they or their intended consequences are related to the subject of your fascination (as determined by the GM). For instance, you might be able to Seek and Recall Knowledge about the subject, but you likely couldn’t cast a spell targeting a different creature.
This condition ends if a creature uses hostile actions against you or any of your allies.
You're fascinated if you're Reading someone's Lips (using the feat).
Prerequisites Trained in Performance.
When you Perform, compare your result to the Will DC of one observer.
If you succeed, the target is Fascinated by you for 1 round.
If the observer is in a situation that demands immediate attention, such as combat, you must critically succeed to fascinate it and the Perform action gains the Incapacitation trait. This means it is impossible to fascinate a creature higher level than you.
You must choose which creature you’re trying to fascinate before you roll your check, and the target is then temporarily immune for 1 hour.
If you’re an expert in Performance, you can fascinate up to four observers; if you’re a master, you can fascinate up to 10 observers; and if you’re legendary, you can fascinate any number of observers at the same time.
| Feat Type | Skill |
|---|---|
| Level | 1 |
| Skill | Performance |
| Requirement | T |
A monster with this ability regains the given number of Hit Points each round at the beginning of its turn.
Prerequisites Constitution 14.
Your body quickly bounces back from afflictions.
You regain twice as many Hit Points from resting.
Each time you succeed at a Fortitude save against an ongoing Disease or Poison, you reduce its stage by 2, or by 1 against a virulent disease or poison.
Each critical success you achieve against an ongoing disease or poison reduces its stage by 3, or by 2 against a virulent disease or poison.
In addition, you reduce the severity of your Drained condition by 2 when you rest for a night instead of by 1.
| Feat Type | General |
|---|---|
| Level | 1 |
The fatal trait includes a die size.
On a critical hit, the weapon’s damage die increases to that die size instead of the normal die size, and the weapon adds one additional damage die of the listed size.
You’re tired and can’t summon much energy.
You take a –1 status penalty to AC and saving throws (Fortitude, Reflex, Will).
While exploring, you can’t choose an exploration activity.
You recover from fatigue after a full night’s rest.
You become Fatigued if you fail to Subsist in an environment without food or shelter.
You become Fatigued if you Sustain a Spell for more than 10 minutes, unless the spell has a longer maximum duration.
| Level | 1 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | 30 feet |
| Area | |
| Target | 1 creature |
| Save | Will |
| Duration | Varies |
You plant fear in the target; it must attempt a Will save.
Heightened (3rd) You can target up to five creatures.
| Critical Success | The target is unaffected. |
|---|---|
| Success | The target is Frightened 1. |
| Failure | The target is Frightened 2. |
| Critical Failure | The target is Frightened 3 and Fleeing for 1 round. |
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Divine | This spell can be identified using Religion. |
| Emotion | This won't work on creatures with mechanical or artificial intillegence. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Mental | This won't work on objects or Mindless creatures, and maybe not Swarm Minds. |
| Occult | This spell can be identified using Occultism. |
| Primal | This spell can be identified using Nature. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
| Level | 1 |
|---|---|
| Components | Verbal |
| Cast Time | |
| Range | 60 feet |
| Area | |
| Target | 1 falling creature |
| Save | |
| Duration | 1 minute |
You cause the air itself to arrest a fall.
The target’s fall slows to 60 feet per round, and the portion of the fall during the spell’s duration doesn’t count when calculating Falling damage.
If the target reaches the ground while the spell is in effect, it takes no damage from the fall.
The spell ends as soon as the target lands.
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Primal | This spell can be identified using Nature. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
| Feat Type | General |
|---|---|
| Level | 1 |
| Level | 6 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | 30 feet |
| Area | |
| Target | 1 creature |
| Save | Will |
| Duration | Varies |
You dramatically reduce the target's mental faculties. The target must attempt a Will save.
| Critical Success | The target is unaffected. |
|---|---|
| Success | The target is Stupefied 2 for 1 round. |
| Failure | The target is Stupefied 4 with an unlimited duration. |
| Critical Failure | The target's intellect is permanently reduced below that of an animal, and it threats its Charisma,Intelligence, and Wisdom modifiers as -5. It loses all class abilities that require mental faculties, including all spellcasting. If the target is a PC, they become an NPC under the GM's control. |
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Incapacitation | This has reduced effect against creatures of higher level. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Mental | This won't work on objects or Mindless creatures, and maybe not Swarm Minds. |
| Occult | This spell can be identified using Occultism. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
| Level | 3 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | Touch |
| Area | |
| Target | 1 willing creature |
| Save | |
| Duration | 10 minutes |
The target’s feet transform into fins, improving mobility in the water but reducing it on land.
The target gains a swim Speed equal to its normal land Speed, but its land Speed becomes 5 feet.
Heightened (6th) The spell lasts until the next time you make your daily preparations.
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Primal | This spell can be identified using Nature. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
Requirements You are within melee reach of the opponent you attempt to Feint.
With a misleading flourish, you leave an opponent unprepared for your real attack. Attempt a Deception check against that opponent’s Perception DC.
| Critical Success | You throw your enemy’s defenses against you entirely off. The target is Flat-Footed against melee attacks that you attempt against it until the end of your next turn. |
|---|---|
| Success | Your foe is fooled, but only momentarily. The target is Flat-Footed against the next melee attack that you attempt against it before the end of your current turn. |
| Failure | |
| Critical Failure | Your feint backfires. You are Flat-Footed against melee attacks the target attempts against you until the end of your next turn. |
| Actions | 1 |
|---|---|
| Free Hands | |
| Skill | Deception |
| Defense | Perception |
| Tool | |
| Sub-actions |
| Mental | This won't work on objects or Mindless creatures, and maybe not Swarm Minds. |
|---|---|
| Trained | You must be trained in the relevant skill to use this. Having Untrained Improvisation is not sufficient. |
| Deception | Feint | |
|---|---|---|
| Charisma | Deception | Key ability for this skill. |
| Frightened | Charisma | Reduces all checks and DCs. |
| Sickened | Charisma | Reduces Charisma by the condition value. |
| Mariner's Curse | Sickened | Can prevent recovering from sickened while curse persists. |
| Stupefied | Charisma | Gives status penalty of condition value. |
Your bestial mutagen brings out the beast lurking within you, granting you especially sharp claws and teeth as well as a ferocious appearance.
Whenever you’re affected by a bestial mutagen you created, you gain the mutagen’s item bonus to your Intimidation checks. In addition, your claws and jaws are increasingly vicious, and they gain the Deadly d10 trait.
Finally, you can increase the mutagen’s penalty to AC from –1 to –2 and, in exchange, increase the damage die size of your claws and jaws by one step.
| Feat Type | Class |
|---|---|
| Level | 8 |
| Class | Alchemist |
Trigger The monster is reduced to 0 HP.
The monster avoids being knocked out and remains at 1 HP, but its Wounded value increases by 1.
When it is wounded 3, it can no longer use this ability.
| Actions | Reaction |
|---|---|
| Free Hands | |
| Skill | |
| Defense | |
| Tool | |
| Sub-actions |
| Level | 6 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | 30 feet |
| Area | 20-foot Burst |
| Target | |
| Save | |
| Duration | Sustained up to 1 minute |
A field of positive energy fills the area, exuding warmth and rejuvenating those within.
Each living creature that starts its turn in the area regains 1d8 Hit Points, and any creature that starts its turn in the area takes 1d8 positive damage.
Heightened (8th) The healing and damage increase to 1d10.
Heightened (9th) The healing and damage increase to 1d12.
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
|---|---|
| Divine | This spell can be identified using Religion. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Primal | This spell can be identified using Nature. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends.
Fiends can survive the basic environmental effects of planes in the Outer Sphere.
| Level | 7 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | |
| Area | |
| Target | You |
| Save | |
| Duration | 1 minute |
You become living flame, giving you Immunity, Resistance 10 to precision damage, and Weakness 5 to and to .
Any creature that touches you or damages you with an unarmed attack or non-reach melee weapon takes 3d6 damage.
Your unarmed attacks deal 1d4 additional fire damage, and your fire spells deal one additional die of fire damage (of the same damage die the spell uses).
You can cast Produce Flame as an Innate Spell; the casting is reduced from 2 actions to 1.
In fire form, you have a fly Speed of 40 feet and don’t need to breathe.
Heightened (9th) Creatures touching you take 4d6 fire damage instead of 3d6, your unarmed attacks deal 2d4 additional fire damage, and you have a fly Speed of 60 feet.
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Fire | You can't use this underwater. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Primal | This spell can be identified using Nature. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
You can use your Dexterity modifier instead of your Strength modifier on attack rolls using this melee weapon.
You still use your Strength modifier when calculating damage.
Finesse is only listed for monster's Strikes if they normally choose to use their Dexterity modifier.
| Level | 7 |
|---|---|
| Components | Divine Primal |
| Cast Time | |
| Range | 30 feet |
| Area | |
| Target | 1 living creature |
| Save | Fortitude |
| Duration |
You point your finger toward the target and speak a word of slaying.
You deal 70 damage to the target with a basic Fortitude save.
If the damage from finger of death reduces the target to 0 Hit Points, the target dies instantly.
Heightened (+1) The damage increases by 10.
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
|---|---|
| Divine | This spell can be identified using Religion. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Primal | This spell can be identified using Nature. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
Effects with the fire trait deal fire damage or either conjure or manipulate fire.
Those that manipulate fire have no effect in an area without fire.
Creatures with this trait are primarily constituted of fire or have a magical connection to that element.
| Level | 6 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | |
| Area | |
| Target | |
| Save | Reflex |
| Duration | 1 minute |
Four acorns grow in your hand, their shells streaked with pulsing red and orange patterns.
You or anyone else who has one of the acorns can toss it up to 30 feet with an Interact action.
It explodes in a 5-foot Burst, dealing 4d6 fire damage with a basic Reflex save.
The save uses your spell DC, even if someone else throws the acorn.
Flames continue to burn on the ground in the burst for 1 minute, dealing 2d6 fire damage to any creature that enters the flames or ends its turn within them.
A creature can take damage from the continuing flames only once per round, even if it’s in overlapping areas of fire created by different acorns.
When the spell ends, any remaining acorns rot and turn to ordinary soil.
Heightened (8th) The burst’s damage increases to 5d6, and the continuing flames damage increases to 3d6.
Heightened (9th) The burst’s damage increases to 6d6, and the continuing flames damage increases to 3d6.
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
|---|---|
| Fire | You can't use this underwater. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Primal | This spell can be identified using Nature. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
| Level | 4 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | |
| Area | |
| Target | You |
| Save | |
| Duration | 1 minute |
You wreathe yourself in ghostly flames, gaining Resistance 5.
Additionally, adjacent creatures that hit you with a melee attack, as well as creatures that touch you or hit you with an unarmed attack, take 2d6 fire damage each time they do.
Heightened (+2) The cold resistance increases by 5, and the fire damage increases by 1d6.
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Fire | You can't use this underwater. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Primal | This spell can be identified using Nature. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
| Level | 3 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | 500 feet |
| Area | 20 foot Burst |
| Target | |
| Save | Reflex |
| Duration |
A roaring blast of fire appears at a spot you designate, dealing 6d6 fire damage with a basic Reflex save.
Heightened (+1) The damage increases by 2d6.
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Fire | You can't use this underwater. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Primal | This spell can be identified using Nature. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
| Level | 5 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | 120 feet |
| Area | 10-foot radius, 40-foot-tall cylinder |
| Target | |
| Save | Reflex |
| Duration |
You call a rain of divine fire that plummets down from above, dealing 8d6 fire damage with a basic Reflex save.
Because the flame is infused with divine energy, creatures in the area apply only half their usual fire resistance.
Creatures that are immune to fire, instead of gaining the usual benefit of immunity, treat the results of their saving throws as one degree of success better.
Heightened (+1) The damage increases by 2d6.
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
|---|---|
| Divine | This spell can be identified using Religion. |
| Fire | You can't use this underwater. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
| Level | 2 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | 30 feet |
| Area | 1 5-foot square |
| Target | |
| Save | Reflex |
| Duration | Sustained up to 1 minute |
You create a sphere of flame in a square within range.
The sphere must be supported by a solid surface, such as a stone floor.
The sphere deals 3d6 fire damage to each creature in the square where it first appears; each creature must attempt a basic Reflex save.
On subsequent rounds, you can Sustain this Spell, leaving the sphere in its square or rolling it to another square within range and dealing 3d6 fire damage; each creature in its square must attempt a basic Reflex save.
Creatures that succeed at their save take no damage (instead of half).
Heightened (+1) The damage increases by 1d6.
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Fire | You can't use this underwater. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Primal | This spell can be identified using Nature. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
When you and an ally are flanking a foe, it has a harder time defending against you.
A creature is Flat-Footed to creatures that are flanking it.
To flank a foe, you and your ally must be on opposites sides or corners of the creature. A line drawn between the center of your space and the center of your ally’s space must pass through opposite sides or opposite corners of the foe’s space.
Additionally, both you and the ally have to be able to act, must be wielding melee weapons or able to make an unarmed attack, can’t be under any effects that prevent you from attacking, and must have the enemy within reach. If you are wielding a weapon, you use your reach with that weapon for this purpose.
| Foresight | Flanking | Prevents flat-footed when flanked. |
|---|
You’re distracted or otherwise unable to focus your full attention on defense.
You take a –2 circumstance penalty to AC.
Some effects give you the flat-footed condition only to certain creatures or against certain attacks. Others— especially conditions—can make you universally flatfooted against everything. If a rule doesn’t specify that the condition applies only to certain circumstances, it applies to all of them; for example, many effects simply say “The target is flat-footed.”
| Aquatic Combat | Flat-Footed | You're flat-footed when underwater if you don't have a swim speed. |
|---|---|---|
| Amphibious | Aquatic Combat | Removes -2 penalty on bludgeoning and slashing unarmed strikes. |
| Aquatic | Aquatic Combat | Removes -2 penalty for bludgeoning and slashing unarmed Strikes. |
| Underwater Marauder | Aquatic Combat | Not flat-footed and ignore penalties for bludgeoning/slashing. |
| Come and Get Me | Flat-Footed | You're flat-footed after using this in a rage. |
| Flanking | Flat-Footed | You're flat-footed to anyone flanking you. |
| Foresight | Flanking | Prevents flat-footed when flanked. |
| Incline | Flat-Footed | You're flat-footed while climbing an incline. |
| Narrow Surface | Flat-Footed | You're flat footed on a narrow surface. |
| Steady Balance | Narrow Surface | Makes you not flat-footed on narrow surfaces. |
| Nature's Enmity | Flat-Footed | Swarming creatures can cause flat-footed. |
| Prone | Flat-Footed | Flat-footed when Prone. |
| Nimble Crawl | Prone | If legendary Acrobatics, not flat-footed while Prone |
| Uneven Ground | Flat-Footed | You're flat-footed on uneven ground. |
| Steady Balance | Uneven Ground | Makes you not flat-footed on uneven ground. |
You’re forced to run away due to fear or some other compulsion.
On your turn, you must spend each of your actions trying to escape the source of the fleeing condition as expediently as possible (such as by using move actions to flee, or opening doors barring your escape). The source is usually the effect or caster that gave you the condition, though some effects might define something else as the source.
You move more quickly on foot.
Your Speed increases by 5 feet.
| Feat Type | General |
|---|---|
| Level | 1 |
| Level | 1 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | |
| Area | |
| Target | |
| Save | |
| Duration | 1 minute |
You gain a +30-foot status bonus to your Speed.
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Primal | This spell can be identified using Nature. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
| Level | 6 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | 120 feet |
| Area | |
| Target | 1 creature made of flesh |
| Save | Fortitude |
| Duration | Varies |
You try to turn the target’s flesh into stone.
The target must attempt a Fortitude save.
| Critical Success | The target is unaffected. |
|---|---|
| Success | The target is Slowed 1 for 1 round. |
| Failure | The target is Slowed 1 and must attempt a Fortitude save at the end of each of its turns. This ongoing save has the trait (so creatures of higher level promote their saving throws). On a failed save, the slowed condition increases by 1 (or 2 on a critical failure). A successful save reduces the Slowed condition by 1. When a creature is unable to act due to the slowed condition from Flesh to Stone, the creature is petrified permanently. The spell ends if the creature is petrified or the slowed condition is removed. |
| Critical Failure | As failure, but the target is initially slowed 2. |
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Primal | This spell can be identified using Nature. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
| Level | 1 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | |
| Area | |
| Target | |
| Save | |
| Duration | 8 hours |
A disk of magical force materializes adjacent to you.
This disk is 2 feet in diameter and follows 5 feet behind you, floating just above the ground.
It holds up to 5 Bulk of objects (though they must be able to fit and balance on its surface).
Any objects atop the disk fall to the ground when the spell ends.
The spell ends if a creature tries to ride atop the disk, if the disk is overloaded, if anyone tries to lift or force the disk higher above the ground, or if you move more than 30 feet away from the disk.
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Primal | This spell can be identified using Nature. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
Actions with this trait are special techniques that require too much exertion for you to perform frequently. You can use only 1 action with the flourish trait per turn.
Requirements You have a fly Speed.
You move through the air up to your fly Speed.
Moving upward (straight up or diagonally) uses the rules for moving through Difficult Terrain.
You can move straight down 10 feet for every 5 feet of movement you spend.
If you Fly to the ground, you don’t take Falling damage.
You can use an action to Fly 0 feet to hover in place.
If you’re airborne at the end of your turn and didn’t use a Fly action this round, you fall.
| Actions | 1 |
|---|---|
| Free Hands | |
| Skill | |
| Defense | |
| Tool | |
| Sub-actions |
| Level | 4 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | Touch |
| Area | |
| Target | 1 creature |
| Save | |
| Duration | 5 minutes |
The target can soar through the air, gaining a fly Speed equal to its Speed or 20 feet, whichever is greater.
Heightened (7th) The duration increases to 1 hour.
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Occult | This spell can be identified using Occultism. |
| Primal | This spell can be identified using Nature. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
A focus is an object that funnels the magical energy of the spell.
The spell gains the Manipulate trait and requires you to either have a free hand to retrieve the focus listed in the spell or already be holding the focus in your hand.
As part of Casting the Spell, you retrieve the focus (if necessary), manipulate it, and can stow it again if you so choose.
You can't retrieve or stow a Focus component in the same action as Casting the Spell if you're substituting the Focus component for another type of component.
Foci tend to be expensive, and you need to acquire them in advance to Cast the Spell.
Prerequisites Master in Stealth.
You are adept at foiling creatures’ special senses and cautious enough to safeguard against them at all times.
Whenever you use the Avoid Notice, Hide, or Sneak actions, you are always considered to be taking precautions against special senses.
| Feat Type | Skill |
|---|---|
| Level | 7 |
| Skill | Stealth |
| Requirement | M |
Choose an ally attempting a recurring skill check while exploring, such as Climbing, or performing a different exploration tactic that requires a skill check (like Avoid Notice).
The ally must be at least an expert in that skill and must be willing to provide assistance.
While Following the Expert, you match their tactic or attempt similar skill checks.
Thanks to your ally’s assistance, you can add your level as a proficiency bonus to the associated skill check, even if you’re untrained.
Additionally, you gain a circumstance bonus to your skill check based on your ally’s proficiency (+2 for expert, +3 for master, and +4 for legendary).
A skilled character can help out less skilled allies who choose to Follow the Expert. This is a good way to help a character with a low Stealth modifier sneak around, get a character with poor Athletics up a steep cliff, and so on.
Usually, a character who is Following the Expert can’t perform other exploration activities or follow more than one person at a time.
| Auditory | This works only against creatures that can hear it and are not Deafened. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Exploration | This can only be used in Exploration Mode, not Encounter Mode (ie, not combat). |
| Visual | This works only against creatures that can see it and are not Blinded. |
| Quiet Allies | Follow the Expert | Following Stealth expert with this, make one roll as a group. |
|---|
Prerequisites Trained in Survival.
While using Survival to Subsist, if you roll any result worse than a success, you get a success.
On a success, you can provide subsistence living for yourself and four additional creatures, and on a critical success, you can take care of twice as many creatures as on a success.
Each time your proficiency rank in Survival increases, double the number of additional creatures you can take care of on a success (to eight if you’re an expert, 16 if you’re a master, or 32 if you’re legendary). You can choose to care for half the number of additional creatures and provide a comfortable living instead of subsistence living.
Multiple smaller creatures or creatures with significantly smaller appetites than a human are counted as a single creature for this feat, and larger creatures or those with significantly greater appetites each count as multiple creatures. The GM determines how much a non-human creature needs to eat.
| Feat Type | Skill |
|---|---|
| Level | 1 |
| Skill | Survival |
| Requirement | T |
| Level | 1 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | 30 feet |
| Area | |
| Target | 1 ally and 1 enemy |
| Save | |
| Duration | Sustained up to 1 minute |
You ward an ally against the attacks and hostile spells from the target enemy.
The target ally gains a +1 status bonus to Armor Class and saving throws against the target enemy’s attacks, spells, and other effects.
Heightened (6th) The status bonus increases to +2.
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
|---|---|
| Divine | This spell can be identified using Religion. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Occult | This spell can be identified using Occultism. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
Using your body, a lever, or some other tool, you attempt to forcefully open a door, window, container or heavy gate. With a high enough result, you can even smash through walls.
Without a crowbar, prying something open takes a –2 item penalty to the Athletics check to Force Open.
| Critical Success | You open the door, window, container, or gate and can avoid damaging it in the process. |
|---|---|
| Success | You break the door, window, container, or gate open, and the door, window, container, or gate gains the broken condition. If it’s especially sturdy, the GM might have it take damage but not be broken. |
| Failure | |
| Critical Failure | Your attempt jams the door, window, container, or gate shut, imposing a –2 circumstance penalty on future attempts to Force it Open. |
| Actions | 1 |
|---|---|
| Free Hands | |
| Skill | Athletics |
| Defense | |
| Tool | |
| Sub-actions |
| Attack | This is affected by Multiple Attack Penalty. |
|---|
| Athletics | Force Open | |
|---|---|---|
| Strength | Athletics | Key ability for this skill. |
| Enfeebled | Strength | Reduces Strength by the condition value. |
| Sickened | Strength | Reduces Strength by the condition value. |
| Mariner's Curse | Sickened | Can prevent recovering from sickened while curse persists. |
When an effect forces you to move, or if you start falling, the distance you move is defined by the effect that moved you, not by your Speed.
Because you’re not acting to move, this doesn’t trigger reactions triggered by movement.
This weapon becomes more dangerous as you build momentum.
When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
| Level | 9 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | Touch |
| Area | |
| Target | 1 creature |
| Save | |
| Duration | 1 hour |
You gain a sixth sense that warns you of danger that might befall the target of the spell.
If you choose a creature other than yourself as the target, you create a psychic link through which you can inform the target of danger. This link is a effect.
Due to the amount of information this spell requires you to process, you can’t have more than one foresight spell in effect at a time. Casting foresight again ends the previous foresight.
While foresight is in effect, the target gains a +2 status bonus to Initiative rolls and isn’t Flat-Footed against Undetected creatures or when Flanked.
In addition, you gain the following reaction.
Trigger The target of your Foresight spell defends against a hostile creature or other danger.
If the hostile creature or danger forces the target to roll dice (a saving throw, for example), the target rolls twice and uses the higher result, and this spell gains the trait.
If the hostile creature or danger is rolling against the target (an attack roll or skill check, for example), that hostile creature or danger rolls twice and uses the lower result, and this spell gains the trait.
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Divine | This spell can be identified using Religion. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Mental | This won't work on objects or Mindless creatures, and maybe not Swarm Minds. |
| Occult | This spell can be identified using Occultism. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
A Fortitude save is used to avoid negative effects by toughing them out.
Fortitude is governed by Constitution.
Being Drained, Fatigued, Sickened or Frightened reduces your Fortitude rolls.
Fortitude saves are used:
This is used to defend against:
And to save against these spells:
| Breath Control | Fortitude | Gives +1 circumstance and promotion to saves against inhaled threats. |
|---|---|---|
| Constitution | Fortitude | Key ability for this save. |
| Drained | Constitution | Reduces Constitution by the condition value. |
| Fast Recovery | Drained | Increases the effectiveness of saves. |
| Frightened | Constitution | Reduces all checks and DCs. |
| Sickened | Constitution | Reduces Constitution by the condition value. |
| Mariner's Curse | Sickened | Can prevent recovering from sickened while curse persists. |
| Divine Aura | Fortitude | Gives +1/+2 status. |
| Divine Vessel | Fortitude | Gives +1 status bonus against spells. |
| Fatigued | Fortitude | Gives -1 status to saves. |
| Forbidding Ward | Fortitude | Gives +1/+2 status against a specific enemy. |
| Frightened | Fortitude | Reduces all checks and DCs. |
| Mage Armor | Fortitude | Gives +1/+2/+3 item bonus. |
| Mind Blank | Fortitude | Gives +4 status vs mental effects. |
| Phantom Steed | Fortitude | Phantom Steeds fail all saves. |
| Poison Resistance | Fortitude | Gives +1 status vs poisons. |
A fortune effect beneficially alters how you roll your dice.
You can never have more than one fortune effect alter a single roll. If multiple fortune effects would apply, you have to pick which to use.
If a fortune effect and a misfortune effect would apply to the same roll, the two cancel each other out, and you roll normally.
This weapon doesn’t take up your hand, usually because it is built into your armor.
A free-hand weapon can’t be Disarmed.
You can use the hand covered by your free-hand weapon to wield other items, perform manipulate actions, and so on.
You can’t attack with a free-hand weapon if you’re wielding anything in that hand or otherwise using that hand.
When you’re not wielding anything and not otherwise using the hand, you can use abilities that require you to have a hand free as well as those that require you to be wielding a weapon in that hand.
Each of your hands can have only one free‑hand weapon on it.
| Level | 4 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | Touch |
| Area | |
| Target | 1 creature touched |
| Save | |
| Duration | 10 minutes |
You repel effects that would hinder a creature or slow its movement.
While under this spell’s effect, the target ignores effects that would give them a circumstance penalty to Speed.
When they attempt to Escape an effect that has them Immobilized, Grabbed, or Restrained, they automatically succeed unless the effect is magical and of a higher level than the freedom of movement spell.
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Divine | This spell can be identified using Religion. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Primal | This spell can be identified using Nature. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
This condition reflects a creature’s disposition toward a particular character, and it affects only creatures that are not player characters.
A creature that is friendly to a character likes that character.
The character can attempt to make a Request of a friendly creature, and the friendly creature is likely to agree to a simple and safe request that doesn’t cost it much to fulfill.
If the character or one of their allies uses hostile actions against the creature, the creature gains a worse attitude condition depending on the severity of the hostile action, as determined by the GM.
You’re gripped by fear and struggle to control your nerves.
The frightened condition always includes a value. You take a status penalty equal to this value to all your checks and DCs.
Unless specified otherwise, at the end of each of your turns, the value of your frightened condition decreases by 1.
A creature that first enters the area must attempt a Will save.
Regardless of the result of the saving throw, the creature is temporarily immune to this monster’s Frightful Presence for 1 minute.
| Critical Success | The creature is unaffected by the presence. |
|---|---|
| Success | The creature is Frightened 1. |
| Failure | The creature is Frightened 2. |
| Critical Failure | The creature is Frightened 4. |
| Emotion | This won't work on creatures with mechanical or artificial intillegence. |
|---|---|
| Mental | This won't work on objects or Mindless creatures, and maybe not Swarm Minds. |
Fungal creatures have the fungus trait.
They are distinct from normal fungi.
| Level | 4 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | Touch |
| Area | |
| Target | 1 willing creature |
| Save | |
| Duration | 5 minutes |
The target transforms into a vaporous state.
In this state, the target is amorphous and loses any item bonus to AC.
It gains resistance 8 to physical damage and is immune to precision damage.
It can’t cast spells, activate items, or use actions that have the or trait.
It gains a fly Speed of 10 feet and can slip through tiny cracks.
The target can Dismiss the spell.
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Occult | This spell can be identified using Occultism. |
| Primal | This spell can be identified using Nature. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
| Level | 10 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | 120 feet |
| Area | |
| Target | |
| Save | |
| Duration | Sustained up to 1 minute |
You tear open a rift to another plane, creating a portal that creatures can travel through in either direction.
This portal is vertical and circular, with a radius of 40 feet.
The portal appears at a location of your choice on the destination plane, assuming you have a clear idea of both the destination’s location on the plane and what the destination looks like.
If you attempt to create a gate into or out of the realm of a deity or another powerful being, that being can prevent the gate from forming.
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Divine | This spell can be identified using Religion. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Occult | This spell can be identified using Occultism. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Uncommon | You can't normally gain this by character advancement. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
You canvass local markets, taverns, and gathering places in an attempt to learn about a specific individual or topic.
The GM determines the DC of the Diplomacy check and the amount of time it takes (typically 2 hours, but sometimes more), along with any benefit you might be able to gain by spending coin on bribes, drinks, or gifts.
| Critical Success | |
|---|---|
| Success | You collect information about the individual or topic. The GM determines the specifics. |
| Failure | |
| Critical Failure | You collect incorrect information about the individual or topic. |
| Actions | |
|---|---|
| Free Hands | |
| Skill | Diplomacy |
| Defense | |
| Tool | |
| Sub-actions |
| Exploration | This can only be used in Exploration Mode, not Encounter Mode (ie, not combat). |
|---|---|
| Secret | The GM makes the roll for this in secret. |
| Hobnobber | Gather Information | Takes half time and prevents fumbles if Master. |
|---|---|---|
| Streetwise | Gather Information | Can use Society instead of Diplomacy. |
| Diplomacy | Gather Information | |
| Charisma | Diplomacy | Key ability for this skill. |
| Frightened | Charisma | Reduces all checks and DCs. |
| Sickened | Charisma | Reduces Charisma by the condition value. |
| Mariner's Curse | Sickened | Can prevent recovering from sickened while curse persists. |
| Stupefied | Charisma | Gives status penalty of condition value. |
General feats can be taken by any class and don't relate to skills.
You can always take a Skill feat when you can take a general feat.
The diverse families of genies hold positions of prominence on the Elemental Planes.
They have powerful magical abilities.
Specialized tweaks to your formula that supplements your genius considerably broaden the benefits you gain from cognitive mutagens.
When you’re affected by a Cognitive Mutagen you created, you also gain the mutagen’s item bonus to Deception, Diplomacy, Intimidation, Medicine, Nature, Performance, Religion, and Survival checks.
In addition, you can communicate telepathically with creatures within 60 feet with whom you share a language. The communication is twoway once you establish it, so a creature you contact can also communicate with you.
| Feat Type | Class |
|---|---|
| Level | 16 |
| Class | Alchemist |
| Level | 2 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | Touch |
| Area | |
| Target | 1 corpse |
| Save | |
| Duration | Until the next time you make your daily preparations |
The targeted corpse doesn’t decay, nor can it be transformed into an undead.
If the corpse is subject to a spell that requires the corpse to have died within a certain amount of time (for example, Raise Dead), do not count the duration of gentle repose against that time.
This spell also prevents ordinary bugs and pests (such as maggots) from consuming the body.
Heightened (5th) The spell’s duration is unlimited, but the spell takes one more action to cast and requires a material component and a cost (embalming fluid worth 6 gp).
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Divine | This spell can be identified using Religion. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Occult | This spell can be identified using Occultism. |
| Primal | This spell can be identified using Nature. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
| Level | 1 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | 30 feet |
| Area | |
| Target | |
| Save | |
| Duration | Sustained |
You create an auditory illusion of simple sounds that has a maximum volume equal to four normal humans shouting.
The sounds emanate from a square you designate within range.
You can’t create intelligible words or other intricate sounds (such as music).
Heightened (3rd) The range increases to 60 feet.
Heightened (5th) The range increases to 120 feet.
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Auditory | This works only against creatures that can hear it and are not Deafened. |
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Illusion | It may be possible to disbelieve this with Perception vs its DC. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Occult | This spell can be identified using Occultism. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
| Level | 3 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | Touch |
| Area | |
| Target | 1 non-magical weapon that is either unattended or wielded by you or a willing ally |
| Save | |
| Duration | 5 minutes |
The target weapon becomes translucent and ghostly, and it can affect material and incorporeal creatures and objects.
It can be wielded by a corporeal or incorporeal creature and gains the effects of the Ghost Touch property rune.
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Occult | This spell can be identified using Occultism. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
Level 3
Stage 1 carrier with no ill effects (1 day);
Stage 2 3d8 negative damage and the creature regains half as many Hit Points from all healing (1 day);
Stage 3 as stage 2 (1 day);
Stage 4 3d8 negative damage and the creature gains no benefit from healing (1 day);
Stage 5 as stage 4 (1 day);
Stage 6 the creature dies and rises as a ghoul at the next midnight.
The Fortitude DC is determined by the spell that inflicted this disease.
| Level | 2 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | Touch |
| Area | |
| Target | 1 creature |
| Save | Fortitude |
| Duration |
You touch the target to afflict it with ghoul fever, infesting it with hunger and a steadily decreasing connection to positive energy; the target must attempt a Fortitude save.
| Critical Success | The target is unaffected. |
|---|---|
| Success | The target is afflicted with Ghoul Fever at stage 1. |
| Failure | The target is afflicted with Ghoul Fever at stage 2. |
| Critical Failure | The target is afflicted with Ghoul Fever at stage 3. |
Level 3
Stage 1 carrier with no ill effects (1 day);
Stage 2 3d8 negative damage and the creature regains half as many Hit Points from all healing (1 day);
Stage 3 as stage 2 (1 day);
Stage 4 3d8 negative damage and the creature gains no benefit from healing (1 day);
Stage 5 as stage 4 (1 day);
Stage 6 the creature dies and rises as a ghoul at the next midnight.
The Fortitude DC is determined by the spell that inflicted this disease.
| Attack | This is affected by Multiple Attack Penalty. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Divine | This spell can be identified using Religion. |
| Evil | Evil damage harms only good creatures. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Occult | This spell can be identified using Occultism. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
Prerequisites Expert in Diplomacy.
First impressions are your strong suit.
When you meet someone in a casual or social situation, you can immediately attempt a Diplomacy check to Make an Impression on that creature rather than needing to converse for 1 minute.
You take a –5 penalty to the check.
If you fail or critically fail, you can engage in 1 minute of conversation and attempt a new check at the end of that time rather than accepting the failure or critical failure result.
| Feat Type | Skill |
|---|---|
| Level | 2 |
| Skill | Diplomacy |
| Requirement | E |
Your Silvertongue Mutagen transcends languages and plausibility.
When affected by a silvertongue mutagen you have created, you ignore circumstance penalties to Deception, Diplomacy, Intimidation, and Performance checks.
In addition, your words transcend linguistic barriers; everyone listening to you speak hears your words as if you were speaking in their own language (though you do not actually speak that language, nor does this ability allow you to understand any additional languages).
| Feat Type | Class |
|---|---|
| Level | 14 |
| Class | Alchemist |
| Level | 4 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | |
| Area | |
| Target | You |
| Save | |
| Duration | 10 minutes |
Falsehoods pass your lips as smoothly as silk.
You gain a +4 status bonus to Deception checks to Lie and against Perception checks to discern if you are telling the truth, and you add your level even if you’re untrained.
If the implausibility of your lies prompts a circumstance penalty or a DC increase, reduce that penalty or increase by half.
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
|---|---|
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Mental | This won't work on objects or Mindless creatures, and maybe not Swarm Minds. |
| Occult | This spell can be identified using Occultism. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Uncommon | You can't normally gain this by character advancement. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
| Level | 2 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | 120 feet |
| Area | 10 foot Burst |
| Target | |
| Save | Reflex |
| Duration |
Creatures in the area are outlined by glittering dust.
Each creature must attempt a Reflex save.
If a creature has its invisibility negated by this spell, it is Concealed instead of Invisible.
This applies both if the creature was already invisible and if it benefits from new invisibility effects before the end of the invisibility negation effect from this spell.
| Critical Success | The target is unaffected. |
|---|---|
| Success | The target’s invisibility is negated for 2 rounds. |
| Failure | The target is Dazzled for 1 minute and its invisibility is negated for 1 minute. |
| Critical Failure | The target is Blinded for 1 round and dazzled for 10 minutes. Its invisibility is negated for 10 minutes. |
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Primal | This spell can be identified using Nature. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
| Level | 4 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | |
| Area | 10-foot Burst centered on one corner of your space |
| Target | |
| Save | |
| Duration | 10 minutes |
You create an immobile globe around yourself that attempts to Counteract any spell from outside the globe whose area or targets enter into the globe, as if the globe were a Dispel Magic spell 1 level lower than its actual spell level.
If the counteract attempt succeeds, it prevents only the portion of the spell that would have entered the globe (so if the spell also has targets outside the globe, or part of its area is beyond the globe, those targets or that area is affected normally).
You must form the sphere in an unbroken open space, so its edges don’t pass through any creatures or objects, or the spell is lost (though creatures can enter the globe after the spell is cast).
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Divine | This spell can be identified using Religion. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Occult | This spell can be identified using Occultism. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Uncommon | You can't normally gain this by character advancement. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
| Level | 3 |
|---|---|
| Components | Material Somatic Verbal |
| Cast Time | 10 minutes |
| Range | Touch |
| Area | |
| Target | 1 container or a 10-foot-by-10-foot area |
| Save | |
| Duration | Unlimited |
You craft a trap by binding a hostile spell into a symbol.
While Casting this Spell, you also Cast a Spell of a lower spell level to store in the glyph.
The stored spell must take 3 actions or fewer to cast, have a hostile effect, and target one creature or have an area.
You can set a password, a trigger, or both for the glyph.
Any creature that moves, opens, or touches the target container or enters the target area that doesn’t speak the password or that matches the trigger activates the glyph, releasing the harmful spell within.
Once a spell is stored in the glyph, the glyph gains all the traits of that spell.
If the stored spell targets one or more creatures, it targets the creature that set off the glyph.
If it has an area, that area is centered on the creature that set off the glyph.
Glyph of warding’s duration ends when the glyph is triggered.
The glyph counts as a magical trap, using your spell DC for both the Perception check to notice it and the Thievery check to disable it; both checks require the creature attempting them to be trained in order to succeed.
You can Dismiss glyph of warding.
The maximum number of glyphs of warding you can have active at a time is equal to your spellcasting ability modifier.
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Divine | This spell can be identified using Religion. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Material | You must have a free hand to take out components to cast this spell. |
| Occult | This spell can be identified using Occultism. |
| Primal | This spell can be identified using Nature. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
| Level | 1 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | Touch |
| Area | |
| Target | 1 creature |
| Save | |
| Duration |
Your touch afflicts the target with goblin pox, an irritating allergenic rash. The target must attempt a Fortitude save.
| Critical Success | The target is unaffected. |
|---|---|
| Success | The target is Sickened 1. |
| Failure | The target is afflicted with Goblin Pox at stage 1. |
| Critical Failure | The target is afflicted with Goblin Pox at stage 2. |
Goblin Pox (disease); Level 1. Goblins and goblin dogs are immune.
Stage 1 sickened 1 (1 round).
Stage 2 sickened 1 and slowed 1 (1 round).
Stage 3 sickened 1 and the creature can’t reduce its sickened value below 1 (1 day).
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Attack | This is affected by Multiple Attack Penalty. |
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Primal | This spell can be identified using Nature. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
Requirements The monster’s last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.
The monster automatically grabs the target until the end of the monster’s next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can’t be used to Strike creatures until the grab is ended.
Using Grab extends the duration of the monster’s Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.
Grab is a monster ability. The more normal equivalent ability for PCs is Grapple.
| Actions | 1 |
|---|---|
| Free Hands | |
| Skill | |
| Defense | |
| Tool | |
| Sub-actions |
Trigger You fall from or past an edge or handhold.
Requirements Your hands are not tied behind your back or otherwise restrained.
When you fall off or past an edge or other handhold, you can try to grab it, potentially stopping your fall.
You must succeed at a Reflex save, usually at the Climb DC. If you have Steady Balance, you can make an Acrobatics check instead. If you have Rapid Mantel, you can make an Athletics check instead.
If you grab the edge or handhold, you can then Climb up using Athletics. If you have Rapid Mantel, you can immediately climb onto the surface and stand.
| Critical Success | You grab the edge or handhold, whether or not you have a hand free, typically by using a suitable held item to catch yourself (catching a battle axe on a ledge, for example). You still take damage from the distance fallen so far, but you treat the fall as though it were 30 feet shorter. |
|---|---|
| Success | If you have at least one hand free, you grab the edge or handhold, stopping your fall. You still take damage from the distance fallen so far, but you treat the fall as though it were 20 feet shorter. If you have no hands free, you continue to fall as if you had failed the check. |
| Failure | |
| Critical Failure | You continue to fall, and if you’ve fallen 20 feet or more before you use this reaction, you take 10 bludgeoning damage from the impact for every 20 feet fallen. |
| Actions | Reaction |
|---|---|
| Free Hands | |
| Skill | Reflex |
| Defense | |
| Tool | |
| Sub-actions |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
|---|
| Rapid Mantel | Grab an Edge | Use Athletics instead of Reflex and clamber up in same action. |
|---|---|---|
| Steady Balance | Grab an Edge | Can use Acrobatics instead of Reflex. |
| Reflex | Grab an Edge | |
| Breath Control | Reflex | Gives +1 circumstance and promotion to saves against inhaled threats. |
| Cover | Reflex | Gives +2/+4 circumstance saves against area effects. |
| Mounted Combat | Cover | You have lesser cover if your mount would be in the way of an attack. |
| Dexterity | Reflex | Key ability for this save. |
| Clumsy | Dexterity | Gives status penalty to Dexterity equal to condition value. |
| Frightened | Dexterity | Reduces all checks and DCs. |
| Sickened | Dexterity | Reduces Dexterity by the condition value. |
| Mariner's Curse | Sickened | Can prevent recovering from sickened while curse persists. |
| Divine Aura | Reflex | Gives +1/+2 status. |
| Divine Vessel | Reflex | Gives +1 status bonus against spells. |
| Fatigued | Reflex | Gives -1 status to saves. |
| Forbidding Ward | Reflex | Gives +1/+2 status against a specific enemy. |
| Mage Armor | Reflex | Gives +1/+2/+3 item bonus. |
| Mind Blank | Reflex | Gives +4 status vs mental effects. |
| Mounted Combat | Reflex | You take -2 circumstance to Reflex when mounted. |
| Phantom Steed | Reflex | Phantom Steeds fail all saves. |
| Poison Resistance | Reflex | Gives +1 status vs poisons. |
| Take Cover | Reflex | Can give a +4 circumstance bonus. |
You’re held in place by another creature, giving you the Flat-Footed and Immobilized conditions.
If you attempt a Manipulate action while grabbed, you must succeed at a DC 5 flat check or it is lost; roll the check after spending the action, but before any effects are applied.
| Freedom of Movement | Grabbed | Allows auto Escape success against lower level effects. |
|---|
Requirements You have at least one free hand. Your target cannot be more than one size larger than you unless you have Titan Wrestler in which case it can be two or three sizes larger, based on your Athletics.
You attempt to grab an opponent with your free hand. You can also Grapple to keep your hold on a creature you already grabbed.
Attempt an Athletics check against their Fortitude DC.
| Critical Success | Your opponent is Restrained until the end of your next turn unless you move or your opponent Escapes. |
|---|---|
| Success | Your opponent is Grabbed until the end of your next turn unless you move or your opponent Escapes. |
| Failure | You fail to grab your opponent. If you already had the opponent grabbed or restrained using a Grapple, those conditions on that creature end. |
| Critical Failure | If you already had the opponent grabbed or restrained, it breaks free. Your target can either grab you, as if it succeeded at using the Grapple action against you, or force you to fall and land Prone. |
A weapon with the Grapple trait can be used to Grapple with the Athletics skill even if you don’t have a free hand.
This uses the weapon’s reach (if different from your own) and adds the weapon’s item bonus to attack rolls as an item bonus to the Athletics check.
If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
| Actions | 1 |
|---|---|
| Free Hands | 1 |
| Skill | Athletics |
| Defense | Fortitude |
| Tool | |
| Sub-actions |
| Attack | This is affected by Multiple Attack Penalty. |
|---|
| Brutal Bully | Grapple | Adds extra bludgeoning damage when raging. |
|---|---|---|
| Grease | Grapple | Greased targets get +2 circumstance. |
| Titan Wrestler | Grapple | Can use on creatures 2-3 sizes larger. |
| Athletics | Grapple | |
| Strength | Athletics | Key ability for this skill. |
| Enfeebled | Strength | Reduces Strength by the condition value. |
| Sickened | Strength | Reduces Strength by the condition value. |
| Mariner's Curse | Sickened | Can prevent recovering from sickened while curse persists. |
| Fortitude | Grapple | |
| Breath Control | Fortitude | Gives +1 circumstance and promotion to saves against inhaled threats. |
| Constitution | Fortitude | Key ability for this save. |
| Drained | Constitution | Reduces Constitution by the condition value. |
| Fast Recovery | Drained | Increases the effectiveness of saves. |
| Frightened | Constitution | Reduces all checks and DCs. |
| Sickened | Constitution | Reduces Constitution by the condition value. |
| Mariner's Curse | Sickened | Can prevent recovering from sickened while curse persists. |
| Divine Aura | Fortitude | Gives +1/+2 status. |
| Divine Vessel | Fortitude | Gives +1 status bonus against spells. |
| Fatigued | Fortitude | Gives -1 status to saves. |
| Forbidding Ward | Fortitude | Gives +1/+2 status against a specific enemy. |
| Frightened | Fortitude | Reduces all checks and DCs. |
| Mage Armor | Fortitude | Gives +1/+2/+3 item bonus. |
| Mind Blank | Fortitude | Gives +4 status vs mental effects. |
| Phantom Steed | Fortitude | Phantom Steeds fail all saves. |
| Poison Resistance | Fortitude | Gives +1 status vs poisons. |
| Level | 1 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | 30 feet |
| Area | 4 contiguous 5 foot squares |
| Target | 1 object of 1 Bulk or less |
| Save | Reflex |
| Duration | 1 minute |
You conjure grease, with effects based on choosing area or target.
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Primal | This spell can be identified using Nature. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it.
Each of those creatures can attempt a basic Fortitude save with the listed DC.
A creature that fails this save falls Unconscious, and a creature that succeeds is then temporarily immune to falling unconscious from Greater Constrict for 1 minute.
Ordinary Constrict has the same effect but without the danger of falling unconscious.
| Actions | 1 |
|---|---|
| Free Hands | |
| Skill | |
| Defense | Fortitude |
| Tool | |
| Sub-actions |
A creature with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only.
Greater Darkvision allows the creature to see in magical darkness that blocks normal Darkvision.
Prerequisite Debilitating Bomb.
You have learned enhanced techniques and alchemical secrets that allow you to expand the range of effects you can impose with your bombs.
When you use Debilitating Bomb, add the following to the list you can choose from: Clumsy 1, Enfeebled 1, Stupefied 1, or –10-foot status penalty to Speeds.
| Feat Type | Class |
|---|---|
| Level | 10 |
| Class | Alchemist |
| True Debilitating Bomb | Greater Debilitating Bomb | Adds more effect options and demotes some saves. |
|---|
Difficult terrain is any terrain that impedes your movement, ranging from particularly rough or unstable surfaces to thick ground cover and countless other impediments.
Moving into a square of difficult terrain (or moving 5 feet into or within an area of difficult terrain, if you’re not using a grid) costs an extra 5 feet of movement.
Moving into a square of greater difficult terrain instead costs 10 additional feet of movement.
This additional cost is not increased when moving diagonally.
You can’t Step into difficult terrain unless you have Feather Step.
Movement you make while you are jumping ignores the terrain you’re jumping over. Some abilities (such as flight or being incorporeal) allow you to avoid the movement reduction from some types of difficult terrain.
Certain other abilities let you ignore difficult terrain on foot; such an ability also allows you to move through greater difficult terrain at the normal movement cost as for difficult terrain, though it wouldn’t let you ignore greater difficult terrain unless the ability specifies otherwise.
Prerequisite Merciful Elixir.
Your additives contain panaceas that can remedy a plethora of maladies.
When you use Merciful Elixir, your elixir can instead attempt to Counteract the Blinded, Deafened, Sickened, or Slowed condition.
| Feat Type | Class |
|---|---|
| Level | 14 |
| Class | Alchemist |
| Level | 1 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | |
| Area | 30-foot Line |
| Target | |
| Save | Fortitude |
| Duration |
Tendrils of darkness curl out from your fingertips and race through the air.
You deal 2d4 negative damage and 1 persistent bleed damage to living creatures in the line.
Each living creature in the line must attempt a Fortitude save.
Heightened (+1) The negative damage increases by 2d4, and the persistent bleed damage increases by 1.
| Critical Success | The creature is unaffected. |
|---|---|
| Success | The creature takes half the negative damage and no persistent bleed damage. |
| Failure | The creature takes full damage. |
| Critical Failure | The creature takes double negative damage and double persistent bleed damage. |
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Occult | This spell can be identified using Occultism. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
Prerequisites Trained in Intimidation.
When you Coerce, you can compare your Intimidation check result to the Will DCs of two targets instead of one.
It’s possible to get a different degree of success for each target.
The number of targets you can Coerce in a single action increases to four if you’re an expert, 10 if you’re a master, and 25 if you’re legendary.
| Feat Type | Skill |
|---|---|
| Level | 1 |
| Skill | Intimidation |
| Requirement | T |
Prerequisites Trained in Diplomacy.
When you Make an Impression, you can compare your Diplomacy check result to the Will DCs of two targets instead of one.
It’s possible to get a different degree of success for each target.
The number of targets increases to four if you’re an expert, 10 if you’re a master, and 25 if you’re legendary.
| Feat Type | Skill |
|---|---|
| Level | 1 |
| Skill | Diplomacy |
| Requirement | T |
| Level | 1 |
|---|---|
| Components | Verbal |
| Cast Time | |
| Range | 30 feet |
| Area | |
| Target | 1 creature |
| Save | |
| Duration | Until the start of your next turn |
You ask for divine guidance, granting the target a +1 status bonus to one attack roll, Perception check, saving throw, or skill check the target attempts before the duration ends.
The target chooses which roll to use the bonus on before rolling.
If the target uses the bonus, the spell ends.
Either way, the target is then temporarily immune for 1 hour.
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
|---|---|
| Divine | This spell can be identified using Religion. |
| Occult | This spell can be identified using Occultism. |
| Primal | This spell can be identified using Nature. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
| Level | 1 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | |
| Area | 60 foot Line |
| Target | |
| Save | |
| Duration | Until the start of your next turn |
A violent wind issues forth from your palm, blowing from the point where you are when you cast the spell to the line’s opposite end.
The wind extinguishes small non-magical fires, disperses fog and mist, blows objects of light Bulk or less around, and pushes larger objects.
Large or smaller creatures in the area must attempt a Fortitude save.
Large or smaller creatures that later move into the gust must attempt the save on entering.
| Critical Success | The creature is unaffected. |
|---|---|
| Success | The creature can’t move against the wind. |
| Failure | The creature is knocked Prone. If it was flying, it suffers the effects of critical failure instead. |
| Critical Failure | The creature is pushed 30 feet in the wind’s direction, knocked prone, and takes 2d6 bludgeoning damage. |
| Air | This may not work in vacuum or without air. |
|---|---|
| Arcane | This spell can be identified using Arcana. |
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Primal | This spell can be identified using Nature. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
| Level | 5 |
|---|---|
| Components | Material Somatic |
| Cast Time | |
| Range | 30 feet |
| Area | |
| Target | 1 creature |
| Save | Will |
| Duration | 1 hour |
The target consistently detects one thing as another, can’t detect something that’s there, or detects something that’s not there, though it doesn’t alter their beliefs.
You choose which of these effects applies, and you determine the specifics of the hallucination. For example, you could make the target see all elves as humans, be unable to detect the presence of their brother, see their beloved pocket watch on their person even when it isn’t, or see a tower in the center of town.
The target can attempt an initial Will save, with effects below.
They also receive a Will save to disbelieve the hallucination every time they Seek or directly interact with the hallucination. For example, the target could attempt to disbelieve the hallucination each time they interacted with an elf, bumped into their brother accidentally, tried to check their pocket watch, or studied the tower.
The target can attempt to disbelieve with a large circumstance bonus in situations determined by the GM, such as if the target attempted to climb the nonexistent tower.
Heightened (6th) Choose to either target up to 10 creatures or change the spell’s duration to "until the next time you make your daily preparations."
Heightened (8th) Choose to either target any number of creatures or change the spell’s duration to unlimited.
| Critical Success | The creature is unaffected. |
|---|---|
| Success | The creature perceives what you chose until it disbelieves, but it knows what the hallucination is. |
| Failure | The creature perceives what you chose until it disbelieves. |
| Critical Failure | The creature perceives what you chose until it disbelieves, and it trusts its false senses, taking a –4 circumstance penalty to saves to disbelieve. |
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Incapacitation | This has reduced effect against creatures of higher level. |
| Illusion | It may be possible to disbelieve this with Perception vs its DC. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Material | You must have a free hand to take out components to cast this spell. |
| Mental | This won't work on objects or Mindless creatures, and maybe not Swarm Minds. |
| Occult | This spell can be identified using Occultism. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Level | 4 |
|---|---|
| Components | Material Somatic Verbal |
| Cast Time | 10 minutes |
| Range | 500 feet |
| Area | 50 foot Burst |
| Target | |
| Save | |
| Duration | Until the next time you make your daily preparations |
You create an illusion that causes natural terrain to look, sound, feel, and smell like a different kind of terrain.
This doesn’t disguise any structures or creatures in the area.
Any creature that touches the illusion or uses the Seek action to examine it can attempt to disbelieve your illusion.
Heightened (5th) Your image can also disguise structures or create illusory structures (but still doesn’t disguise creatures).
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Illusion | It may be possible to disbelieve this with Perception vs its DC. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Material | You must have a free hand to take out components to cast this spell. |
| Occult | This spell can be identified using Occultism. |
| Primal | This spell can be identified using Nature. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Uncommon | You can't normally gain this by character advancement. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
Prerequisites Universalist Wizard.
You can magically hurl your weapon at your foe.
You gain the Hand of the Apprentice universalist spell.
Universalist spells are a type of focus spell, much like school spells.
You start with a focus pool of 1 Focus Point.
| Feat Type | Class |
|---|---|
| Level | 1 |
| Class | Wizard |
| Level | 1 |
|---|---|
| Components | Somatic Verbal Material |
| Cast Time | |
| Range | Range |
| Area | |
| Target | 1 living creature or 1 willing undead creature |
| Save | Fortitude |
| Duration |
You channel negative energy to harm the living or heal the undead.
If the target is a living creature, you deal 1d8 negative damage to it, and it gets a basic Fortitude save.
If the target is a willing creature, you restore that amount of Hit Points.
The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.
(somatic) The spell has a range of touch.
(verbal, somatic) The spell has a range of 30 feet. If you’re healing an undead creature, increase the Hit Points restored by 8.
(material, verbal, somatic) You disperse positive energy in a 30-foot Emanation. This targets all living and undead creatures in the area.
Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2 action version increases by 8.
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
|---|---|
| Divine | This spell can be identified using Religion. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Material | You must have a free hand to take out components to cast this spell. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
| Level | 3 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | 30 feet |
| Area | |
| Target | 1 creature |
| Save | |
| Duration | 1 minute |
Magic empowers the target to act faster.
It gains the Quickened condition and can use the extra action each round only for Strike and Stride actions.
Heightened (7th) You can target up to 6 creatures.
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Occult | This spell can be identified using Occultism. |
| Primal | This spell can be identified using Nature. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
| Level | 1 |
|---|---|
| Components | Material Somatic Verbal |
| Cast Time | |
| Range | Varies |
| Area | |
| Target | 1 willing living creature or 1 undead creature |
| Save | Fortitude |
| Duration |
You channel positive energy to heal the living or damage the undead.
If the target is a willing living creature, you restore 1d8 Hit Points.
If the target is , you deal that amount of damage to it, and it gets a basic Fortitude save.
The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.
(somatic) The spell has a range of touch.
(verbal, somatic) The spell has a range of 30 feet. If you’re healing a living creature, increase the Hit Points restored by 8.
(material, somatic, verbal) You disperse positive energy in a 30-foot Emanation. This targets all living and undead creatures in the burst.
Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
|---|---|
| Divine | This spell can be identified using Religion. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Material | You must have a free hand to take out components to cast this spell. |
| Primal | This spell can be identified using Nature. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
You can carry more than your frame implies.
Increase your maximum and encumbered Bulk limits by 2.
| Feat Type | Skill |
|---|---|
| Level | 1 |
| Skill | Athletics |
| Requirement | T |
This condition reflects a creature’s disposition toward a particular character, and it affects only creatures that are not player characters.
A creature that is helpful to a character wishes to actively aid that character.
It will accept reasonable Requests from that character, as long as such requests aren’t at the expense of the helpful creature’s goals or quality of life.
If the character or one of their allies uses a hostile action against the creature, the creature gains a worse attitude condition depending on the severity of the hostile action, as determined by the GM.
Your heroic deeds earn you Hero Points, which grant you good fortune or let you recover from the brink of death.
Unlike most aspects of your character, which persist over the long term, Hero Points last for only a single session.
The GM is in charge of awarding Hero Points.
Usually, each character gets 1 Hero Point at the start of a session and can gain more later by performing heroic deeds—something selfless, daring, or beyond normal expectations.
You can have a maximum of 3 Hero Points at a time, and you lose any remaining Hero Points at the end of a session.
You can spend your Hero Points in one of two ways. Neither of these is an action, and you can spend Hero Points even if you aren’t able to act. You can spend a Hero Point on behalf of your familiar or animal companion.
| Level | 3 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | Touch |
| Area | |
| Target | 1 humanoid creature |
| Save | |
| Duration | 10 minutes |
You tap into the target’s inner heroism, granting it a +1 status bonus to attack rolls, Perception checks, saving throws, and skill checks.
Heightened (6th) The status bonus increases to +2.
Heightened (9th) The status bonus increases to +3.
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
|---|---|
| Divine | This spell can be identified using Religion. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Mental | This won't work on objects or Mindless creatures, and maybe not Swarm Minds. |
| Occult | This spell can be identified using Occultism. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
While you’re hidden from a creature, that creature knows the space you’re in but can’t tell precisely where you are.
You typically become hidden by using Stealth to Hide.
When Seeking a creature using only Imprecise senses, it remains hidden, rather than observed.
A creature you’re hidden from is Flat-Footed to you, and it must succeed at a DC 11 flat check when targeting you with an attack, spell, or other effect. If it fails, it doesn't affect the you, though the actions it used are still expended—as well as any spell slots, costs, and other resources.
A creature remains flat-footed to you even if it successfully targets you.
Area effects aren’t subject to this flat check.
A creature might be able to use the Seek action to try to observe you.
You huddle behind cover or greater cover or deeper into concealment to become Hidden, rather than Observed.
The GM rolls your Stealth check in secret and compares the result to the Perception DC of each creature you’re observed by but that you have Cover or Greater Cover against or are Concealed from. You gain the circumstance bonus from cover or greater cover to your check.
You can hide from visual spell Triggers by beating their spell DC.
You can't use Concealment granted by Blur to Hide.
If you suceed, if the creature could see you, you’re now Hidden from it instead of Observed. If you were hidden from or Undetected by the creature, you retain that condition.
If you successfully become hidden to a creature but then cease to have cover or greater cover against it or be concealed from it, you become observed again.
You cease being hidden if you do anything except Hide, Sneak, or Step.
If you attempt to Strike a creature, the creature remains Flat-Footed against that attack, and you then become observed.
If you do anything else, you become observed just before you act unless the GM determines otherwise.
The GM might allow you to perform a particularly unobtrusive action without being noticed, possibly requiring another Stealth check.
If a creature uses Seek to make you observed by it, you must successfully Hide to become hidden from it again.
| Actions | 1 |
|---|---|
| Free Hands | |
| Skill | Stealth |
| Defense | Perception |
| Tool | |
| Sub-actions |
| Secret | The GM makes the roll for this in secret. |
|---|
| Cover | Hide | Having standard or greater cover is enough to Hide. |
|---|---|---|
| Mounted Combat | Cover | You have lesser cover if your mount would be in the way of an attack. |
| Foil Senses | Hide | Always allowing for special senses. |
| Legendary Sneak | Hide | You don't need cover or concealment. |
| Take Cover | Hide | Can give a +4 circumstance bonus. |
| Stealth | Hide | |
| Cover | Stealth | Gives +2/+4 circumstance to checks to avoid detection. |
| Mounted Combat | Cover | You have lesser cover if your mount would be in the way of an attack. |
| Dexterity | Stealth | Key ability for this skill. |
| Clumsy | Dexterity | Gives status penalty to Dexterity equal to condition value. |
| Frightened | Dexterity | Reduces all checks and DCs. |
| Sickened | Dexterity | Reduces Dexterity by the condition value. |
| Mariner's Curse | Sickened | Can prevent recovering from sickened while curse persists. |
| Level | 2 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | 30 feet |
| Area | |
| Target | 1 living creature |
| Save | Will |
| Duration | Sustained |
The target is overtaken with uncontrollable laughter.
It must attempt a Will save.
| Critical Success | The target is unaffected. |
|---|---|
| Success | The target is plagued with uncontrollable laugher. It can’t use Reactions. |
| Failure | The target is slowed 1 and can’t use reactions. |
| Critical Failure | The target falls Prone and can’t use actions or reactions for 1 round. It then suffers the failure effects. |
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Emotion | This won't work on creatures with mechanical or artificial intillegence. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Mental | This won't work on objects or Mindless creatures, and maybe not Swarm Minds. |
| Occult | This spell can be identified using Occultism. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
You Stride, then make a vertical Leap and attempt a DC 30 Athletics check to increase the height of your jump.
If you have Quick Jump, you can High Jump as a single action but you don't Stride.
If you didn’t Stride at least 10 feet, you automatically fail your check unless you have Quick Jump.
This DC might be increased or decreased due to the situation, as determined by the GM.
If you have Wall Jump, you can jump a second time off a wall as a single action.
If you have Cloud Jump, you jump up a number of feet equal to the DC you roll, limited to your Speed times the number of actions you spent jumping.
| Critical Success | Increase the maximum vertical distance to 8 feet, or increase the maximum vertical distance to 5 feet and maximum horizontal distance to 10 feet. |
|---|---|
| Success | Increase the maximum vertical distance to 5 feet. |
| Failure | You Leap normally. |
| Critical Failure | You don’t Leap at all, and instead you fall prone in your space. |
| Actions | 2 |
|---|---|
| Free Hands | |
| Skill | Athletics |
| Defense | |
| Tool | |
| Sub-actions |
| Cloud Jump | High Jump | Use long jump calculation for jumping high. |
|---|---|---|
| Quick Jump | High Jump | Use jump without striding as 1 action. |
| Raging Athlete | High Jump | Lowers DC by 10 when raging. |
| Wall Jump | High Jump | Can chain jump actions that end adjacent walls. |
| Athletics | High Jump | |
| Strength | Athletics | Key ability for this skill. |
| Enfeebled | Strength | Reduces Strength by the condition value. |
| Sickened | Strength | Reduces Strength by the condition value. |
| Mariner's Curse | Sickened | Can prevent recovering from sickened while curse persists. |
Prerequisites Trained in Diplomacy.
You are skilled at learning information through conversation.
The Gather Information exploration activity takes you half as long as normal (typically reducing the time to 1 hour).
If you’re a master in Diplomacy and you Gather Information at the normal speed, when you attempt to do so and roll a critical failure, you get a failure instead.
There is still no guarantee that a rumor you learn with Gather Information is accurate.
| Feat Type | Skill |
|---|---|
| Level | 1 |
| Skill | Diplomacy |
| Requirement | T |
| Level | 4 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | 500 feet |
| Area | 20 foot Burst |
| Target | |
| Save | Reflex |
| Duration |
Cost One vial of Holy Water.
You call upon sacred energy to amplify a vial of holy water, tossing it an incredible distance.
It explodes in an enormous burst that deals 3d6 bludgeoning damage to creatures in the area from the cascade of water with a basic Reflex save.
The water deals an additional 6d6 positive damage to and 6d6 good damage to s.
Heightened (+1) The bludgeoning damage increases by 1d6, and the additional positive and good damage each increase by 2d6.
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
|---|---|
| Divine | This spell can be identified using Religion. |
| Good | Good damage harms only evil creatures. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
| Level | 8 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | 500 feet |
| Area | |
| Target | Any number of living creatures |
| Save | Fortitude |
| Duration |
You pull the moisture from the targets’ bodies, dealing 10d10 negative damage with a basic Fortitude save.
Creatures made of water (such as water elementals) and plant creatures use the outcome for one degree of success worse than the result of their saving throw.
Creatures whose bodies contain no significant moisture (such as earth elementals) are immune to horrid wilting.
Heightened (+1) The damage increases by 1d10.
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Primal | This spell can be identified using Nature. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
This condition reflects a creature’s disposition toward a particular character, and it affects only creatures that are not player characters.
A creature that is hostile to a character actively seeks to harm that character.
It doesn’t necessarily attack, but it won’t accept Requests from the character.
Sometimes spell effects prevent a target from using hostile actions, or the spell ends if a creature uses any hostile actions.
A hostile action is one that can harm or damage another creature, whether directly or indirectly, but not one that a creature is unaware could cause harm.
For instance, lobbing a fireball into a crowd would be a hostile action, but opening a door and accidentally freeing a horrible monster would not be.
The GM is the final arbitrator of what constitutes a hostile action.
| Level | 2 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | |
| Area | |
| Target | |
| Save | |
| Duration | 10 minutes |
You transform your appearance to that of a or humanoid, such as a Dwarf, Elf, Goblin, Halfling, Human, Orc, or Lizardfolk.
You gain the trait in addition to your other traits while in this form, as well as any trait related to the creature’s kind (such as goblin or human).
If this transformation reduces your size, it reduces your reach accordingly (as the Shrink spell).
This transformation doesn’t change your statistics in any way, and you don’t gain any special abilities of the humanoid form you assume.
You can still wear and use your gear, which changes size (if necessary) to match your new form.
If items leave your person, they return to their usual size.
Humanoid form grants you a +4 status bonus to Deception checks to pass as a generic member of the chosen ancestry, and you add your level even if you’re untrained, but you can’t make yourself look like a specific person.
If you want to Impersonate an individual, you still need to create a disguise, though the GM won’t factor in the difference in ancestry when determining the DC of your Deception check.
You can Dismiss this spell.
Heightened (3rd) You gain Darkvision or Low-Light Vision if the form you assume has that ability.
Heightened (5th) You can take on the appearance of a Large humanoid. If this increases your size, you gain the effects of the Enlarge spell.
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Occult | This spell can be identified using Occultism. |
| Primal | This spell can be identified using Nature. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
You strain yourself to move at double your travel speed.
You can Hustle only for a number of minutes equal to your Constitution modifier * 10 (minimum 10 minutes).
If you are in a group that is Hustling, use the lowest Constitution modifier among everyone to determine how fast the group can Hustle together.
| Exploration | This can only be used in Exploration Mode, not Encounter Mode (ie, not combat). |
|---|
| Level | 1 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | 60 feet |
| Area | |
| Target | 1 creature or object |
| Save | |
| Duration |
You call forth a powerful blast of pressurized water that bludgeons the target and knocks it back.
Make a ranged spell attack roll.
Heightened (+1) The damage increases by 2d6.
| Critical Success | The target takes 6d6 bludgeoning damage and is knocked back 10 feet. |
|---|---|
| Success | The target takes 3d6 bludgeoning damage and is knocked back 5 feet. |
| Failure | |
| Critical Failure |
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Attack | This is affected by Multiple Attack Penalty. |
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Primal | This spell can be identified using Nature. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
| Level | 4 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | |
| Area | 60 foot Line |
| Target | |
| Save | Fortitude |
| Duration |
A swirling torrent of water manifests along a straight line, battering those that are its path and possibly pushing them away from you.
The torrent deals 8d6 bludgeoning damage.
Each creature in the area must attempt a basic Fortitude save.
Creatures that fail the save are also knocked back 5 feet (10 feet on a critical failure).
Heightened (+1) The damage increases by 2d6.
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
|---|---|
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Primal | This spell can be identified using Nature. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
| Level | 3 |
|---|---|
| Components | Verbal |
| Cast Time | |
| Range | |
| Area | |
| Target | |
| Save | |
| Duration |
You rapidly catalog and collate information relevant to your current situation.
You can instantly use up to 6 Recall Knowledge actions as part of Casting this Spell.
For these actions, you can’t use any special abilities, reactions, or free actions that trigger when you Recall Knowledge.
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
|---|---|
| Occult | This spell can be identified using Occultism. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
| Level | 3 |
|---|---|
| Components | Material Somatic |
| Cast Time | |
| Range | 120 feet |
| Area | 10 foot Burst |
| Target | |
| Save | Will |
| Duration | Sustained up to 1 minute |
You create a pattern of shifting colors that hovers in the air in a geometric cloud.
Creatures are Dazzled while inside the pattern.
In addition, a creature must attempt a Will saving throw if it is inside the pattern when you cast it, when it enters the pattern, when it ends its turn within the pattern, or if it uses a Seek or Interact action on the pattern.
A creature currently fascinated by the pattern doesn’t attempt new saves.
| Critical Success | |
|---|---|
| Success | The target is unaffected. |
| Failure | The target is Fascinated by the pattern. |
| Critical Failure | The target is fascinated by the pattern. While it remains fascinated, it can’t use reactions. |
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Illusion | It may be possible to disbelieve this with Perception vs its DC. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Material | You must have a free hand to take out components to cast this spell. |
| Occult | This spell can be identified using Occultism. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Visual | This works only against creatures that can see it and are not Blinded. |
Requirements You have Alchemist’s Tools.
You can identify the nature of an alchemical item with 10 minutes of testing using alchemist’s tools.
Make a Crafting check.
If your attempt is interrupted in any way, you must start over.
| Critical Success | You misidentify the item as another item of the GM’s choice. |
|---|---|
| Success | You identify the item and the means of activating it. |
| Failure | You fail to identify the item but can try again. |
| Critical Failure |
| Actions | |
|---|---|
| Free Hands | |
| Skill | Crafting |
| Defense | |
| Tool | Alchemist's Tools |
| Sub-actions |
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
|---|---|
| Exploration | This can only be used in Exploration Mode, not Encounter Mode (ie, not combat). |
| Secret | The GM makes the roll for this in secret. |
| Alchemical Savant | Identify Alchemy | Allows identification as a single action. |
|---|---|---|
| Crafting | Identify Alchemy | |
| Intelligence | Crafting | Key ability for this skill. |
| Frightened | Intelligence | Reduces all checks and DCs. |
| Sickened | Intelligence | Reduces Intelligence by the condition value. |
| Mariner's Curse | Sickened | Can prevent recovering from sickened while curse persists. |
| Stupefied | Intelligence | Gives status penalty of condition value. |
Identifying a creature is technically a special case of Recall Knowledge but it is listed here as a separate action because it is frequently referred to.
A character who successfully identifies a creature learns one of its best-known attributes—such as a troll’s regeneration (and the fact that it can be stopped by acid or fire) or a manticore’s tail spikes.
On a critical success, the character also learns something subtler, like a demon’s weakness or the trigger for one of the creature’s reactions.
The skill used to identify a creature usually depends on that creature’s trait, but you have leeway on which skills apply. For instance, hags are humanoids but have a strong connection to occult spells and live outside society, so you might allow a character to use Occultism to identify them without any DC adjustment, while Society is harder.
| Creature Trait | Skill |
|---|---|
| Aberration | Occultism |
| Animal | Nature |
| Astral | Occultism |
| Beast | Arcana, Nature |
| Celestial | Religion |
| Construct | Arcana, Crafting |
| Dragon | Arcana |
| Elemental | Arcana, Nature |
| Ethereal | Occultism |
| Fey | Nature |
| Fiend | Religion |
| Fungus | Nature |
| Humanoid | Society |
| Monitor | Religion |
| Ooze | Occultism |
| Plant | Nature |
| Spirit | Occultism |
| Undead | Religion |
Lore skills can also be used to identify their specific creature. Using the applicable Lore usually has an easy or very easy DC (before adjusting for rarity).
The DC is usually based on the creature's level and Rarity Modifier.
| Critical Success | As success, plus you learn something subtler. |
|---|---|
| Success | You learn one of the creature's best-known attributes. |
| Failure | |
| Critical Failure | You misidentify the creature. |
| Actions | 1 |
|---|---|
| Free Hands | |
| Skill | Arcana Crafting Nature Occultism Religion Society |
| Defense | |
| Tool | |
| Sub-actions |
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
|---|---|
| Secret | The GM makes the roll for this in secret. |
| Arcana | Identify Creature | |
|---|---|---|
| Intelligence | Arcana | Key ability for this skill. |
| Frightened | Intelligence | Reduces all checks and DCs. |
| Sickened | Intelligence | Reduces Intelligence by the condition value. |
| Mariner's Curse | Sickened | Can prevent recovering from sickened while curse persists. |
| Stupefied | Intelligence | Gives status penalty of condition value. |
| Crafting | Identify Creature | |
| Intelligence | Crafting | Key ability for this skill. |
| Frightened | Intelligence | Reduces all checks and DCs. |
| Sickened | Intelligence | Reduces Intelligence by the condition value. |
| Mariner's Curse | Sickened | Can prevent recovering from sickened while curse persists. |
| Stupefied | Intelligence | Gives status penalty of condition value. |
| Nature | Identify Creature | |
| Unified Theory | Nature | Can use Arcana instead for magic related checks. |
| Wisdom | Nature | Key ability for this skill. |
| Frightened | Wisdom | Reduces all checks and DCs. |
| Sickened | Wisdom | Reduces Wisdom by the condition value. |
| Mariner's Curse | Sickened | Can prevent recovering from sickened while curse persists. |
| Stupefied | Wisdom | Gives status penalty of condition value. |
| Occultism | Identify Creature | |
| Intelligence | Occultism | Key ability for this skill. |
| Frightened | Intelligence | Reduces all checks and DCs. |
| Sickened | Intelligence | Reduces Intelligence by the condition value. |
| Mariner's Curse | Sickened | Can prevent recovering from sickened while curse persists. |
| Stupefied | Intelligence | Gives status penalty of condition value. |
| Unified Theory | Occultism | Can use Arcana instead for magic related checks. |
| Religion | Identify Creature | |
| Unified Theory | Religion | Can use Arcana instead for magic related checks. |
| Wisdom | Religion | Key ability for this skill. |
| Frightened | Wisdom | Reduces all checks and DCs. |
| Sickened | Wisdom | Reduces Wisdom by the condition value. |
| Mariner's Curse | Sickened | Can prevent recovering from sickened while curse persists. |
| Stupefied | Wisdom | Gives status penalty of condition value. |
| Society | Identify Creature | |
| Intelligence | Society | Key ability for this skill. |
| Frightened | Intelligence | Reduces all checks and DCs. |
| Sickened | Intelligence | Reduces Intelligence by the condition value. |
| Mariner's Curse | Sickened | Can prevent recovering from sickened while curse persists. |
| Stupefied | Intelligence | Gives status penalty of condition value. |
Once you discover that an item, location, or ongoing effect is magical, you can spend 10 minutes to try to identify the particulars of its magic.
If your attempt is interrupted, you must start over.
The GM sets the DC for your check. Cursed or esoteric subjects usually have higher DCs or might even be impossible to identify using this activity alone. Heightening a spell doesn’t increase the DC to identify it.
| Critical Success | You learn all the attributes of the magic, including its name (for an effect), what it does, any means of activating it (for an item or location), and whether it is cursed. |
|---|---|
| Success | For an item or location, you get a sense of what it does and learn any means of activating it. For an ongoing effect (such as a spell with a duration), you learn the effect’s name and what it does. You can’t try again in hopes of getting a critical success. |
| Failure | You fail to identify the magic and can’t try again for 1 day. |
| Critical Failure | You misidentify the magic as something else of the GM’s choice. |
| Actions | |
|---|---|
| Free Hands | |
| Skill | Arcana Religion Occultism Nature |
| Defense | |
| Tool | |
| Sub-actions |
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
|---|---|
| Exploration | This can only be used in Exploration Mode, not Encounter Mode (ie, not combat). |
| Secret | The GM makes the roll for this in secret. |
| Trained | You must be trained in the relevant skill to use this. Having Untrained Improvisation is not sufficient. |
| Bizarre Magic | Identify Magic | Raises DC for spells by 5. |
|---|---|---|
| Oddity Identification | Identify Magic | Gives +2 circumstance for certain effects. |
| Quick Identification | Identify Magic | Reduces time taken based on proficiency. |
| Arcana | Identify Magic | |
| Intelligence | Arcana | Key ability for this skill. |
| Frightened | Intelligence | Reduces all checks and DCs. |
| Sickened | Intelligence | Reduces Intelligence by the condition value. |
| Mariner's Curse | Sickened | Can prevent recovering from sickened while curse persists. |
| Stupefied | Intelligence | Gives status penalty of condition value. |
| Religion | Identify Magic | |
| Unified Theory | Religion | Can use Arcana instead for magic related checks. |
| Wisdom | Religion | Key ability for this skill. |
| Frightened | Wisdom | Reduces all checks and DCs. |
| Sickened | Wisdom | Reduces Wisdom by the condition value. |
| Mariner's Curse | Sickened | Can prevent recovering from sickened while curse persists. |
| Stupefied | Wisdom | Gives status penalty of condition value. |
| Occultism | Identify Magic | |
| Intelligence | Occultism | Key ability for this skill. |
| Frightened | Intelligence | Reduces all checks and DCs. |
| Sickened | Intelligence | Reduces Intelligence by the condition value. |
| Mariner's Curse | Sickened | Can prevent recovering from sickened while curse persists. |
| Stupefied | Intelligence | Gives status penalty of condition value. |
| Unified Theory | Occultism | Can use Arcana instead for magic related checks. |
| Nature | Identify Magic | |
| Unified Theory | Nature | Can use Arcana instead for magic related checks. |
| Wisdom | Nature | Key ability for this skill. |
| Frightened | Wisdom | Reduces all checks and DCs. |
| Sickened | Wisdom | Reduces Wisdom by the condition value. |
| Mariner's Curse | Sickened | Can prevent recovering from sickened while curse persists. |
| Stupefied | Wisdom | Gives status penalty of condition value. |
Illusions create the semblance of something real, fooling the eyes, ears, and other senses.
They almost always have the trait, and depending on how the illusion is perceived, they might also have the or trait.
Sometimes illusions allow an affected creature a chance to disbelieve the spell, which lets the creature effectively ignore the spell if it succeeds at doing so.
This usually happens when a creature Seeks or otherwise spends actions to engage with the illusion, comparing the result of its Perception check (or another check or saving throw, at the GM’s discretion) to the caster’s spell DC.
Mental illusions typically provide rules in the spell’s description for disbelieving the effect (often allowing the affected creature to attempt a Will save).
If the illusion is , and a creature interacts with the illusion in a way that would prove it is not what it seems, the creature might know that an illusion is present, but it still can’t ignore the illusion without successfully disbelieving it. For instance, if a character is pushed through the illusion of a door, they will know that the door is an illusion, but they still can’t see through it.
Disbelieving an illusion makes it and those things it blocks seem hazy and indistinct, so even in the case where a visual illusion is disbelieved, it may, at the GM’s discretion, block vision enough to make those on the other side Concealed.
| Level | 2 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | 500 feet |
| Area | |
| Target | |
| Save | |
| Duration | Sustained |
You create an illusory image of a or smaller creature.
It generates the appropriate sounds, smells, and feels believable to the touch.
If you and the image are ever farther than 500 feet apart, the spell ends.
The image can’t speak, but you can use your actions to speak through the creature, with the spell disguising your voice as appropriate. You might need to attempt a Deception or Performance check to mimic the creature, as determined by the GM. This is especially likely if you’re trying to imitate a specific person and engage with someone that person knows.
In combat, the illusion can use 2 actions per turn, which it uses when you Sustain the Spell.
It uses your spell attack roll for attack rolls and your spell DC for its AC. Its saving throw modifiers are equal to your spell DC – 10.
It is substantial enough that it can flank other creatures.
If the image is hit by an attack or fails a save, the spell ends.
The illusion can cause damage by making the target believe the illusion’s attacks are real, but it cannot otherwise directly affect the physical world.
If the illusory creature hits with a Strike, the target takes mental damage equal to 1d4 plus your spellcasting ability modifier. This is a effect. The illusion’s Strikes are nonlethal.
If the damage doesn’t correspond to the image of the monster—for example, if an illusory Large dragon deals only 5 damage—the GM might allow the target to attempt a Perception check to disbelieve the spell as a free action.
Any relevant resistances and weaknesses apply if the target thinks they do, as judged by the GM. For example, if the illusion wields a warhammer and attacks a creature resistant to bludgeoning damage, the creature would take less mental damage.
However, illusory damage does not deactivate regeneration or trigger other effects that require a certain damage type.
The GM should track illusory damage dealt by the illusion.
Any creature that touches the image or uses the Seek action to examine it can attempt to disbelieve your illusion.
When a creature disbelieves the illusion, it recovers from half the damage it had taken from it (if any) and doesn’t take any further damage from it.
Heightened (+1) The damage of the image’s Strikes increases by 1d4, and the maximum size of creature you can create increases by one (to a maximum of ).
| Auditory | This works only against creatures that can hear it and are not Deafened. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Illusion | It may be possible to disbelieve this with Perception vs its DC. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
| Visual | This works only against creatures that can see it and are not Blinded. |
| Level | 1 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | |
| Area | |
| Target | |
| Save | |
| Duration | 1 hour |
You create an illusion that causes you to appear as another creature of the same body shape, and with roughly similar height (within 6 inches) and weight (within 50 pounds), as yourself.
The disguise is typically good enough to hide your identity, but not to impersonate a specific individual.
The spell doesn’t change your voice, scent, or mannerisms.
You can change the appearance of your clothing and worn items, such as making your armor look like a dress. Held items are unaffected, and any worn item you remove returns to its true appearance.
Casting illusory disguise counts as setting up a disguise for the Impersonate use of Deception; it ignores any circumstance penalties you might take for disguising yourself as a dissimilar creature, it gives you a +4 status bonus to Deception checks to prevent others from seeing through your disguise, and you add your level even if you’re untrained.
You can Dismiss this spell.
Heightened (2nd) The spell also disguises your voice and scent, and it gains the trait.
Heightened (3rd) You can appear as any creature of the same size, even a specific individual. You must have seen an individual to take on their appearance. The spell also disguises your voice and scent, and it gains the auditory trait.
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Illusion | It may be possible to disbelieve this with Perception vs its DC. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Occult | This spell can be identified using Occultism. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
| Visual | This works only against creatures that can see it and are not Blinded. |
| Level | 1 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | 500 feet |
| Area | 20 foot Burst |
| Target | |
| Save | |
| Duration | 10 minutes |
You create an illusory visual image of a stationary object.
The entire image must fit within the spell’s area.
The object appears to animate naturally, but it doesn’t make sounds or generate smells. For example, water would appear to pour down an illusory waterfall, but it would be silent.
Any creature that touches the image or uses the Seek action to examine it can attempt to disbelieve your illusion.
Heightened (2nd) Your image makes appropriate sounds, generates normal smells, and feels right to the touch. The spell gains the trait. The duration increases to 1 hour.
Heightened (5th) As the 2nd-level version, but the duration is unlimited.
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Illusion | It may be possible to disbelieve this with Perception vs its DC. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Occult | This spell can be identified using Occultism. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
| Visual | This works only against creatures that can see it and are not Blinded. |
| Level | 5 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | 10 minutes |
| Range | 500 feet |
| Area | 30 foot Burst |
| Target | |
| Save | |
| Duration | 1 hour |
You form an imaginary scene that includes up to 10 discrete creatures or objects of various sizes, all of which must be within the spell’s area.
These elements generate appropriate sounds and smells, and they feel right to the touch.
Elements of an illusory scene are incapable of speech.
Unlike with the Illusory Creature spell, creatures in your scene lack combat abilities and statistics.
Your scene doesn’t include changes to the environment around it, though you can place your scene within the illusory environment of a Hallucinatory Terrain spell.
When you create the scene, you can choose to have it be static or follow a program. Though a static scene is stationary, it includes basic natural movement. For example, wind blowing on an illusory piece of paper would rustle it. A program can be up to 1 minute long and repeats when finished. For instance, you could create a scene of two orcs fighting each other, and the fight would go the same way for each repetition. If you create a loop, the two fighters end up in the same place at the start of the scene and at the end of it, but you can smooth the program so it’s hard to tell when the loop ends and begins. Anyone observing the scene for more than a few minutes almost always notices it looping. You’re unable to alter the program after you create the illusion.
Any creature that touches any part of the image or uses the Seek action to examine it can attempt to disbelieve your illusion.
If they interact with a portion of the illusion, they disbelieve only that portion.
They disbelieve the entire scene only on a critical success.
Heightened (6th) Creatures or objects in your scene can speak. You must speak the specific lines for each actor when creating your program. The spell disguises your voice for each actor.
Heightened (8th) As the 6th-level version, and the duration is unlimited.
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Auditory | This works only against creatures that can hear it and are not Deafened. |
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Illusion | It may be possible to disbelieve this with Perception vs its DC. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Occult | This spell can be identified using Occultism. |
| Visual | This works only against creatures that can see it and are not Blinded. |
You can’t use any action with the trait.
If you’re immobilized by something holding you in place and an external force would move you out of your space, the force must succeed at a check against either the DC of the effect holding you in place or the relevant defense (usually Fortitude DC) of the monster holding you in place.
| Freedom of Movement | Immobilized | Allows auto Escape success against lower level effects. |
|---|
Prerequisites Master in Crafting, Specialty Crafting.
You craft flawless creations with great efficiency.
Whenever you roll a success at a Crafting check to make an item of the type you chose with Specialty Crafting, you get a critical success instead.
| Feat Type | Skill |
|---|---|
| Level | 7 |
| Skill | Crafting |
| Requirement | M |
You create a disguise to pass yourself off as someone or something you are not.
Assembling a convincing disguise takes 10 minutes and requires a Disguise Kit. A simpler, quicker disguise might do the job if you’re not trying to imitate a specific individual, at the GM’s discretion. If you have Quick Disguise, it takes less time.
In most cases, creatures have a chance to detect your deception only if they use the Seek action to attempt Perception checks against your Deception DC.
If you attempt to directly interact with someone while disguised, the GM rolls a secret Deception check for you against that creature’s Perception DC instead.
If you’re disguised as a specific individual, the GM might give creatures you interact with a circumstance bonus based on how well they know the person you’re imitating, or the GM might roll a secret Deception check even if you aren’t directly interacting with others.
If you have Courtly Graces and are pretending to be a noble, you can use Society instead of Deception.
| Critical Success | |
|---|---|
| Success | You trick the creature into thinking you’re the person you’re disguised as. You might have to attempt a new check if your behavior changes. |
| Failure | The creature can tell you’re not who you claim to be. |
| Critical Failure | The creature can tell you’re not who you claim to be, and it recognizes you if it would know you without a disguise. |
| Actions | |
|---|---|
| Free Hands | |
| Skill | Deception |
| Defense | Perception |
| Tool | Disguise Kit |
| Sub-actions |
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
|---|---|
| Exploration | This can only be used in Exploration Mode, not Encounter Mode (ie, not combat). |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Secret | The GM makes the roll for this in secret. |
| Courtly Graces | Impersonate | Use Society to pretend to be a (non-specific) noble. |
|---|---|---|
| Quick Disguise | Impersonate | Reduces time to make disguise based on proficiency. |
| Deception | Impersonate | |
| Charisma | Deception | Key ability for this skill. |
| Frightened | Charisma | Reduces all checks and DCs. |
| Sickened | Charisma | Reduces Charisma by the condition value. |
| Mariner's Curse | Sickened | Can prevent recovering from sickened while curse persists. |
| Stupefied | Charisma | Gives status penalty of condition value. |
| Level | 9 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | 30 feet |
| Area | |
| Target | 1 corporeal creature |
| Save | Fortitude |
| Duration | Sustained up to 1 minute |
You crush the target by causing it to collapse in on itself, dealing 75 damage with a basic Fortitude save.
Each time you Sustain the Spell, you must choose a new target to be subject to the same effect.
The same creature can never be targeted more than once with a single casting of this spell.
You also can’t affect more than one creature per turn with implosion.
You can’t target a creature that’s incorporeal, gaseous, or liquid, or one that otherwise lacks a solid form.
Heightened (+1) The damage increases by 10.
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Primal | This spell can be identified using Nature. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
Hearing is an imprecise sense for most creatures —it cannot detect the full range of detail that a precise sense can.
You can usually sense a creature automatically with an imprecise sense, but it has the Hidden condition instead of the Observed condition.
It might be Undetected by you if it’s using Stealth or is in an environment that distorts the sense, such as a noisy room in the case of hearing. In those cases, you have to use the Seek basic action to detect the creature.
At best, an imprecise sense can be used to make an undetected creature (or one you didn’t even know was there) merely hidden—it can’t make the creature observed.
Pathfinder’s rules assume by default that a given creature has hearing as its only imprecise sense.
Prerequisites Trained in Performance.
Your performances inspire admiration and win you fans.
You can Make an Impression using Performance instead of Diplomacy.
| Feat Type | Skill |
|---|---|
| Level | 1 |
| Skill | Performance |
| Requirement | T |
Your mastery of alchemical secrets enables you to replicate effects most believe can be achieved only via magic.
Select a number of s equal to your Intelligence modifier (minimum 1) of 9th level or lower.
You gain formulas to Craft these potions as alchemical items with the trait.
When Crafting these alchemical elixirs, you can substitute alchemical reagents for an equal value of magical components, and you can use alchemist’s tools instead of any other required tool kits. Other than that, the formula does not change.
Once you’ve chosen the potion formulas, they can’t be changed.
| Feat Type | Class |
|---|---|
| Level | 18 |
| Class | Alchemist |
You’ve long held that fine-tuning the magic that bonds wizard and familiar can improve the mystic connection, compared to the safe yet generic bond most wizards currently use. You’ve formed such a pact with your familiar, gaining more advantages from it than most wizards.
You gain the Familiar (Feat) wizard feat as a bonus feat.
Your familiar gains an extra ability, and it gains an additional extra ability when you reach 6th, 12th, and 18th levels.
Your connection with your familiar alters your arcane bond class feature so that you store your magical energy in your familiar, rather than an item you own; you also gain the Drain Familiar free action instead of Drain Bonded Item.
Drain Familiar can be used any time an ability would allow you to use Drain Bonded Item and functions identically, except that you draw magic from your familiar instead of an item.
The monster can use Grab as a free action.
The monster still needs to spend an action to extend the duration for monsters it has already grabbed.
Requirements The monster’s last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.
The monster automatically grabs the target until the end of the monster’s next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can’t be used to Strike creatures until the grab is ended.
Using Grab extends the duration of the monster’s Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.
Grab is a monster ability. The more normal equivalent ability for PCs is Grapple.
| Actions | Free |
|---|---|
| Free Hands | |
| Skill | |
| Defense | |
| Tool | |
| Sub-actions |
The monster can use Knockdown as a free action.
Requirements The monster’s last action was a success with a Strike that lists Knockdown in its damage entry.
The monster knocks the target Prone.
Knockdown is a monster ability. The more normal equivalent ability for PCs is Trip.
| Actions | Free |
|---|---|
| Free Hands | |
| Skill | |
| Defense | |
| Tool | |
| Sub-actions |
The monster can use Push as a free action.
Requirements The monster’s last action was a success with a Strike that lists Push in its damage entry.
The monster automatically knocks the target away from the monster.
Unless otherwise noted in the ability description, the creature is pushed 5 feet.
If the attack was a critical hit, this distance is doubled.
| Actions | Free |
|---|---|
| Free Hands | |
| Skill | |
| Defense | |
| Tool | |
| Sub-actions |
An ability with this trait can take a character completely out of the fight or even kill them, and it’s harder to use on a more powerful character.
If a spell has the incapacitation trait, any creature of more than twice the spell’s level treats the result of their check to prevent being incapacitated as one degree of success better or the result of any check the spellcaster made to incapacitate them as one degree of success worse.
If any other effect has the incapacitation trait, a creature of higher level than the item, creature, or hazard generating the effect gains the same benefits.
An incline is an area so steep that you need to Climb using the Athletics skill in order to progress upward.
You’re Flat-Footed when Climbing an incline. (You would normally be flat-footed when Climbing.)
An incorporeal creature or object has no physical form.
It can pass through solid objects, including walls.
When inside an object, an incorporeal creature can’t perceive, attack, or interact with anything outside the object, and if it starts its turn in an object, it is Slowed 1.
Corporeal creatures can pass through an incorporeal creature, but they can’t end their movement in its space.
An incorporeal creature can’t attempt Strength-based checks against physical creatures or objects—only against incorporeal ones—unless those objects have the Ghost Touch property rune. Likewise, a corporeal creature can’t attempt Strength-based checks against incorporeal creatures or objects.
Incorporeal creatures usually have immunity to effects or conditions that require a physical body, like disease, poison, and precision damage. They usually have resistance against all damage (except force damage and damage from Strikes with the ghost touch property rune), with double the resistance against non-magical damage.
You react more quickly than others can.
You gain a +2 circumstance bonus to Initiative rolls.
| Feat Type | General |
|---|---|
| Level | 1 |
Prerequisites Charisma 16.
You have an incredible ability to invest more magic items.
Increase your limit on Invested items from 10 to 12.
| Feat Type | General |
|---|---|
| Level | 11 |
This condition reflects a creature’s disposition toward a particular character, and it affects only creatures that are not player characters.
A creature that is indifferent to a character doesn’t really care one way or the other about that character.
Assume a creature’s attitude to a given character is indifferent unless specified otherwise.
You infuse reagents with your own alchemical essence, allowing you to create alchemical items at no cost.
Each day during your daily preparations, you gain a number of batches of infused reagents equal to your level + your Intelligence modifier.
You can use these reagents for either advanced alchemy or Quick Alchemy.
Together, these infused reagents have light Bulk.
As soon as you make your next daily preparations, your infused reagents from the previous day’s preparations are instantly destroyed, and nonpermanent effects of your previous day’s infused items immediately end.
While infused reagents are physical objects, they can’t be duplicated, preserved, or created in any way other than your daily preparations. Any such artificial reagents lack the infusion and are useless for advanced alchemy or Quick Alchemy.
| Level | 3 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | |
| Area | |
| Target | |
| Save | |
| Duration | 1 minute |
You envision a simple bug and transform into a Medium animal battle form.
When you cast this spell, choose ant, beetle, centipede, mantis, scorpion, or spider. You can decide the specific type of animal (such as such as a ladybug or scarab for beetle), but this has no effect on the form’s Size or statistics.
While in this form, you gain the trait.
You can Dismiss this spell.
The special statistics of a battle form can be adjusted only by circumstance bonuses, status bonuses, and penalties.
You can't cast spells, speak, or use Manipulate actions that require hands in your battle form.
Your gear is absorbed into you; the constant abilities of your gear still function, but you can’t activate any items.
You gain the following statistics and abilities regardless of which battle form you choose:
You also gain specific abilities based on the form you choose:
Heightened (4th) Your battle form is Large, and your attacks have 10-foot reach. You must have enough space to expand into or the spell is lost. You instead gain 15 temporary HP, attack modifier +16, damage bonus +6, and Athletics +16.
Heightened (5th) Your battle form is Huge, and your attacks have 15-foot reach. You must have enough space to expand into or the spell is lost. You instead gain 20 temporary HP, attack modifier +18, damage bonus +2 and double damage dice (including persistent damage), and Athletics +20.
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
|---|---|
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Primal | This spell can be identified using Nature. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
Intelligence measures how well your character can learn and reason.
A high Intelligence allows your character to analyze situations and understand patterns, and it means they can become trained in additional skills and might be able to master additional languages.
Intelligence governs Arcana, Crafting, Lore, Occultism and Society.
Being Stupefied, Sickened or Frightened reduces your Intelligence rolls.
| Frightened | Intelligence | Reduces all checks and DCs. |
|---|---|---|
| Sickened | Intelligence | Reduces Intelligence by the condition value. |
| Mariner's Curse | Sickened | Can prevent recovering from sickened while curse persists. |
| Stupefied | Intelligence | Gives status penalty of condition value. |
You use your hand or hands to manipulate an object or the terrain.
You can grab an unattended or stored object, open a door, or produce some similar effect.
You might have to attempt a skill check to determine if your Interact action was successful.
You can use Interact to shake awake someone who's Unconscious.
| Actions | 1 |
|---|---|
| Free Hands | |
| Skill | |
| Defense | |
| Tool | |
| Sub-actions |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
|---|
Prerequisites Trained in Intimidation.
You can Demoralize with a mere glare.
When you do, Demoralize loses the Auditory trait and gains the Visual trait, and you don’t take a penalty if the creature doesn’t understand your language.
| Feat Type | Skill |
|---|---|
| Level | 1 |
| Skill | Intimidation |
| Requirement | T |
| Raging Intimidation | Intimidating Glare | Grants this automatically and gives it the rage trait. |
|---|
Prerequisites Strength 16, Expert in Intimidation.
In situations where you can physically menace the target when you Coerce or Demoralize, you gain a +1 circumstance bonus to your Intimidation check and you ignore the penalty for not sharing a language.
If your Strength score is 20 or higher and you are a master in Intimidation, this bonus increases to +2.
| Feat Type | Skill |
|---|---|
| Level | 2 |
| Skill | Intimidation |
| Requirement | E |
Key Ability Charisma.
You bend others to your will using threats.
Actions for this skill:
Feats for this skill:
| Charisma | Intimidation | Key ability for this skill. |
|---|---|---|
| Frightened | Charisma | Reduces all checks and DCs. |
| Sickened | Charisma | Reduces Charisma by the condition value. |
| Mariner's Curse | Sickened | Can prevent recovering from sickened while curse persists. |
| Stupefied | Charisma | Gives status penalty of condition value. |
| Feral Mutagen | Intimidation | Allows Bestial Mutagen to grant an item bonus. |
Prerequisites Master in Crafting.
You are a genius at Crafting, easily able to determine how things are made and create new inventions.
You can spend downtime to invent a common Formula that you don’t know.
This works just like the Craft activity: you spend half the Price of the formula up front, attempt a Crafting check, and on a success either finish the formula by paying the difference or work for longer to decrease the Price.
The difference is that you spend the additional time in research, design, and development, rather than in creating an item.
Once it’s complete, you add the new formula you invented to your formula book.
| Feat Type | Skill |
|---|---|
| Level | 7 |
| Skill | Crafting |
| Requirement | M |
You seek out information about your surroundings while traveling at half speed.
You use Recall Knowledge as a secret check to discover clues among the various things you can see and engage with as you journey along.
You can use any skill that has a Recall Knowledge action while Investigating, but the GM determines whether the skill is relevant to the clues you could find.
As with Searching or Detecting Magic, the initial result of Investigating is usually enough to give the investigator a clue that leads into a more thorough examination, but it rarely gives all possible information. For instance, a character might note that the walls of a dungeon are covered with Abyssal writing, but they would need to stop to read the text or determine that it’s written in blood.
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
|---|---|
| Exploration | This can only be used in Exploration Mode, not Encounter Mode (ie, not combat). |
The fortifying additives you brew into your mutagens make your juggernaut form impervious.
Whenever you’re affected by a Juggernaut Mutagen you created, you gain resistance to all physical damage equal to your Intelligence modifier (minimum 0).
| Feat Type | Class |
|---|---|
| Level | 12 |
| Class | Alchemist |
| Level | 2 |
|---|---|
| Components | Material Somatic |
| Cast Time | |
| Range | Touch |
| Area | |
| Target | 1 creature |
| Save | |
| Duration | 10 minutes |
Cloaked in illusion, the target becomes Invisible.
This makes it Undetected to all creatures who have vision as their precise sense, though the creatures can attempt to find the target, making it Hidden to them instead.
If the target uses a Hostile Action, the spell ends after that hostile action is completed.
Heightened (4th) The spell lasts 1 minute, but it doesn’t end if the target uses a hostile action.
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Illusion | It may be possible to disbelieve this with Perception vs its DC. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Material | You must have a free hand to take out components to cast this spell. |
| Occult | This spell can be identified using Occultism. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Level | 3 |
|---|---|
| Components | Material Somatic |
| Cast Time | |
| Range | |
| Area | 10 foot Emanation |
| Target | You and any number of creatures in range ie, area |
| Save | |
| Duration | 10 minutes |
You and all targets are Invisible except to each other as long as you remain within the spell’s area.
If a creature made invisible by this spell leaves the spell’s area, it becomes visible and remains so even if it returns to the spell’s area.
If any creature made invisible by this spell uses a Hostile Action, the spell ends after the hostile action is completed.
While exploring, it’s easy to move together slowly and remain invisible. This is untenable in a battle, however. Once an encounter begins, creatures remain invisible until at most the end of the first round, at which point the spell ends.
Heightened (5th) The duration increases to 1 hour.
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Illusion | It may be possible to disbelieve this with Perception vs its DC. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Material | You must have a free hand to take out components to cast this spell. |
| Occult | This spell can be identified using Occultism. |
| Somatic | You must normally be able to make gestures to cast this spell. |
While invisible, you can’t be seen.
You’re Undetected to everyone who uses vision as a primary or precise sense.
Creatures can Seek to attempt to detect you; if a creature succeeds at its Perception check against your Stealth DC, you become Hidden to that creature until you Sneak to become undetected again.
If you become invisible while someone can already see you, you start out hidden to the observer (instead of undetected) until you successfully Sneak.
You can’t become observed while invisible except via special abilities or magic or precise senses other than vision.
Other effects might make an invisible creature hidden or even observed but Concealed. For instance, if you were tracking an invisible creature’s footprints through the snow, the footprints would make it hidden. Similarly, throwing a net over an invisible creature would make it observed but concealed for as long as the net is on the creature.
| Faerie Fire | Invisible | Makes an invisible creature only Concealed, not undetected. |
|---|---|---|
| Glitterdust | Invisible | Reduces invisibilty to concealment on targets. |
Your mental defenses are an iron fortress.
Your proficiency rank for Will saves increases to expert.
| Level | 1 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | Touch |
| Area | |
| Target | 1 object no more than 10 feet by 10 feet by 10 feet |
| Save | |
| Duration | 1 hour |
You make the target object look and feel as though it were in much better or worse physical condition.
When you cast this spell, decide whether you want to make the object look decrepit or perfect.
An item made to look decrepit appears Broken and Shoddy.
An intact item made to look better appears as though it’s brand new and highly polished or well maintained. A broken item made to look better appears to be intact and functional.
Destroyed items can’t be affected by this spell.
A creature that Interacts with the item can attempt to disbelieve the illusion.
Heightened (2nd) The duration is 24 hours.
Heightened (3rd) The duration is unlimited.
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Illusion | It may be possible to disbelieve this with Perception vs its DC. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Occult | This spell can be identified using Occultism. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
| Visual | This works only against creatures that can see it and are not Blinded. |
The weapon is suited for mounted combat with a harness or similar means.
When mounted, if you moved at least 10 feet on the action before your attack, add a circumstance bonus to damage for that attack equal to the number of damage dice for the weapon.
In addition, while mounted, you can wield the weapon in one hand, changing the damage die to the listed value.
| Level | 1 |
|---|---|
| Components | Somatic |
| Cast Time | |
| Range | |
| Area | |
| Target | |
| Save | |
| Duration |
This is a spell. If you're looking for rules on just jumping normally, they're under Leap, High Jump and Long Jump.
Your legs surge with strength, ready to leap high and far.
You jump 30 feet in any direction without touching the ground.
You must land on a space of solid ground within 30 feet of you, or else you Fall after using your next action.
Heightened (3rd) The range becomes touch, the target changes to one touched creature, and the duration becomes 1 minute, allowing the target to jump as described whenever it takes the Leap action.
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Primal | This spell can be identified using Nature. |
| Somatic | You must normally be able to make gestures to cast this spell. |
Prerequisites Master in Acrobatics.
You stand up.
This movement doesn't trigger reactions.
This movement isn't a Move action.
| Actions | Free |
|---|---|
| Free Hands | |
| Skill | |
| Defense | |
| Tool | |
| Sub-actions |
| Feat Type | Skill |
|---|---|
| Level | 7 |
| Skill | Acrobatics |
| Requirement | M |
| Level | 2 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | 30 feet |
| Area | |
| Target | 1 door, lock, or container |
| Save | |
| Duration | 1 minute |
You make the target easier to open.
Ktock grants a +4 status bonus to any creature that tries to open the target door, lock, or container with an Athletics or a Thievery check. (Probably with Force Open or Pick a Lock, respectively.)
You can attempt a Thievery check to open the target as part of casting knock, and you add your level even if you’re untrained.
Knock Counteracts Lock.
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Occult | This spell can be identified using Occultism. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
Requirements The monster’s last action was a success with a Strike that lists Knockdown in its damage entry.
The monster knocks the target Prone.
Knockdown is a monster ability. The more normal equivalent ability for PCs is Trip.
| Actions | 1 |
|---|---|
| Free Hands | |
| Skill | |
| Defense | |
| Tool | |
| Sub-actions |
| Level | 1 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | |
| Area | |
| Target | |
| Save | |
| Duration |
In your mind’s eye, you see a path northward.
You immediately know which direction is north (if it exists at your current location).
Heightened (7th) You can instead know the direction to a familiar location, such as a previous home or a favorite tavern.
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
|---|---|
| Divine | This spell can be identified using Religion. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Occult | This spell can be identified using Occultism. |
| Primal | This spell can be identified using Nature. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
Prerequisites Expert in Intimidation.
When you successfully Coerce someone, the maximum time they comply increases to a week, still determined by the GM.
If you’re legendary, the maximum increases to a month.
| Feat Type | Skill |
|---|---|
| Level | 2 |
| Skill | Intimidation |
| Requirement | E |
You take a careful, short jump.
You can Leap up to 10 feet horizontally if your Speed is at least 15 feet, or up to 15 feet horizontally if your Speed is at least 30 feet.
If you have Powerful Leap, you can leap 5' further.
You land in the space where your Leap ends (meaning you can typically clear a 5-foot gap, or a 10-foot gap if your Speed is 30 feet or more).
If you Leap vertically, you can move up to 3 feet vertically and 5 feet horizontally onto an elevated surface.
If you have Powerful Leap, you can leap up to 5 feet vertically.
Jumping a greater distance requires using the Athletics skill.
| Actions | 1 |
|---|---|
| Free Hands | |
| Skill | |
| Defense | |
| Tool | |
| Sub-actions |
| Jump | Leap | Can modify leap to a fix length of 30 feet. |
|---|---|---|
| Powerful Leap | Leap | Increase horizontal by 5 feet, and can jump 5 feet up. |
| Raging Athlete | Leap | Leap distance increases by 5 feet. |
| Wall Jump | Leap | Can chain jump actions that end adjacent walls. |
Requirements You have a spellcasting class feature, and the spell you want to learn is on your magical tradition’s spell list.
You can gain access to a new spell of your tradition from someone who knows that spell or from magical writing like a spellbook or scroll.
If you can cast spells of multiple traditions, you can Learn a Spell of any of those traditions, but you must use the corresponding skill to do so. For example, if you were a cleric with the bard multiclass archetype, you couldn’t use Religion to add an occult spell to your bardic spell repertoire.
To learn the spell, you must do the following:
| Spell Level | Price | Typical DC |
|---|---|---|
| 1st or cantrip | 2 gp | 15 |
| 2nd | 6 gp | 18 |
| 3rd | 16 gp | 20 |
| 4th | 36 gp | 23 |
| 5th | 70 gp | 26 |
| 6th | 140 gp | 28 |
| 7th | 300 gp | 31 |
| 8th | 650 gp | 34 |
| 9th | 1,500 gp | 36 |
| 10th | 7,000 gp | 41 |
| Critical Success | You expend half the materials and learn the spell. |
|---|---|
| Success | You expend the materials and learn the spell. |
| Failure | You fail to learn the spell but can try again after you gain a level. The materials aren’t expended. |
| Critical Failure | As failure, plus you expend half the materials. |
| Actions | |
|---|---|
| Free Hands | |
| Skill | Arcana Religion Occultism Nature |
| Defense | |
| Tool | |
| Sub-actions |
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
|---|---|
| Exploration | This can only be used in Exploration Mode, not Encounter Mode (ie, not combat). |
| Trained | You must be trained in the relevant skill to use this. Having Untrained Improvisation is not sufficient. |
| Magical Shorthand | Learn a Spell | Reduces time needed to learn spells. |
|---|---|---|
| Arcana | Learn a Spell | |
| Intelligence | Arcana | Key ability for this skill. |
| Frightened | Intelligence | Reduces all checks and DCs. |
| Sickened | Intelligence | Reduces Intelligence by the condition value. |
| Mariner's Curse | Sickened | Can prevent recovering from sickened while curse persists. |
| Stupefied | Intelligence | Gives status penalty of condition value. |
| Religion | Learn a Spell | |
| Unified Theory | Religion | Can use Arcana instead for magic related checks. |
| Wisdom | Religion | Key ability for this skill. |
| Frightened | Wisdom | Reduces all checks and DCs. |
| Sickened | Wisdom | Reduces Wisdom by the condition value. |
| Mariner's Curse | Sickened | Can prevent recovering from sickened while curse persists. |
| Stupefied | Wisdom | Gives status penalty of condition value. |
| Occultism | Learn a Spell | |
| Intelligence | Occultism | Key ability for this skill. |
| Frightened | Intelligence | Reduces all checks and DCs. |
| Sickened | Intelligence | Reduces Intelligence by the condition value. |
| Mariner's Curse | Sickened | Can prevent recovering from sickened while curse persists. |
| Stupefied | Intelligence | Gives status penalty of condition value. |
| Unified Theory | Occultism | Can use Arcana instead for magic related checks. |
| Nature | Learn a Spell | |
| Unified Theory | Nature | Can use Arcana instead for magic related checks. |
| Wisdom | Nature | Key ability for this skill. |
| Frightened | Wisdom | Reduces all checks and DCs. |
| Sickened | Wisdom | Reduces Wisdom by the condition value. |
| Mariner's Curse | Sickened | Can prevent recovering from sickened while curse persists. |
| Stupefied | Wisdom | Gives status penalty of condition value. |
Prerequisites Legendary in Society.
Your skill with languages and codes is so great that you can decipher information with little more than a quick read through a text.
You can Decipher Writing using Society while reading at normal speed.
If you slow down and spend the full amount of time that’s ordinarily required and roll a success, you get a critical success; if you critically succeed while spending the normal amount of time, you gain a nearly word-for-word understanding of the document.
The PDF index lists this as "Legendary Codebreaking".
| Feat Type | Skill |
|---|---|
| Level | 15 |
| Skill | Society |
| Requirement | L |
Prerequisites Legendary in Society, Multilingual.
You’re so skilled with languages you can create a pidgin instantly.
You can always talk to any creature that has a language—even a language you don’t know— by creating a new pidgin language that uses simplified terms and conveys basic concepts.
To do so, you must first understand at least what medium of communication the creature uses (speech, sign language, and so on).
| Feat Type | Skill |
|---|---|
| Level | 15 |
| Skill | Society |
| Requirement | L |
Prerequisites Legendary in Medicine.
You’ve discovered medical breakthroughs or techniques that achieve miraculous results.
Once per day for each target, you can spend 1 hour treating that target and attempt a Medicine check to remove a Disease or the Blinded, Deafened, Doomed, or Drained condition.
Use the DC of the disease or of the spell or effect that created the condition.
If the effect’s source is an artifact, above 20th level, or similarly powerful, increase the DC by 10.
| Feat Type | Skill |
|---|---|
| Level | 15 |
| Skill | Medicine |
| Requirement | L |
Prerequisites Legendary in Diplomacy.
You can negotiate incredibly quickly in adverse situations.
You attempt to Make an Impression and then Request your opponent cease their current activity and engage in negotiations.
You take a –5 penalty to your Diplomacy check. The GM sets the DC of the Request based on the circumstances—it’s generally at least a very hard DC of the creature’s level.
Some creatures might simply refuse, and even those who agree to parley might ultimately find your arguments lacking and return to violence.
| Actions | 3 |
|---|---|
| Free Hands | |
| Skill | |
| Defense | |
| Tool | |
| Sub-actions |
| Feat Type | Skill |
|---|---|
| Level | 15 |
| Skill | Diplomacy |
| Requirement | L |
Prerequisites Legendary in Performance, Virtuosic Performer.
Your fame has spread throughout the lands.
NPCs who succeed at a DC 10 Society check to Recall Knowledge have heard of you and usually have an attitude toward you one step better than normal, depending on your reputation and the NPC’s disposition. For instance, if you’re well-known for cruel and demanding behavior, creatures might be intimidated by you, rather than be friendly toward you.
When you Earn Income with Performance, you attract higher-level audiences than your location would allow, as audiences flock to see you. For instance, rulers and angels might travel to your small tower in the woods to hear you perform. Typically, this increases the audiences available by 2 levels or more, determined by the GM.
| Feat Type | Skill |
|---|---|
| Level | 15 |
| Skill | Performance |
| Requirement | L |
Prerequisites Legendary in Lore.
Your fame has spread throughout the lands (for instance, if you have Warfare Lore, you might be a legendary general or tactician).
NPCs who succeed at a DC 10 Society check to Recall Knowledge have heard of you and usually have an attitude toward you one step better than normal, depending on your reputation and the NPC’s disposition. For instance, if you’re well-known for cruel and demanding behavior, creatures might be intimidated by you, rather than be friendly toward you.
When you Earn Income with Lore, you attract higher-level jobs than your location would allow, as people flock to consult you. Typically, this increases the jobs available by 2 levels or more, determined by the GM.
| Feat Type | Skill |
|---|---|
| Level | 15 |
| Skill | Lore |
| Requirement | L |
Prerequisites Legendary in Stealth, Swift Sneak.
You’re always sneaking unless you choose to be seen, even when there’s nowhere to hide.
You can Hide and Sneak even without cover or being concealed.
When you use the Avoid Notice exploration activity, you can move at full Speed and use another exploration activity at the same time.
When you employ an exploration tactic other than Avoid Notice, you also gain the benefits of Avoiding Notice unless you choose not to.
| Feat Type | Skill |
|---|---|
| Level | 15 |
| Skill | Stealth |
| Requirement | L |
Prerequisites Legendary in Survival.
You can survive indefinitely without food or water and can endure severe, extreme, and incredible cold and heat without taking damage from doing so.
| Feat Type | Skill |
|---|---|
| Level | 15 |
| Skill | Survival |
| Requirement | L |
Prerequisites Legendary in Thievery, Pickpocket.
Your ability to Steal defies belief.
You can attempt to Steal something that is actively wielded or that would be extremely noticeable or time consuming to remove (like worn shoes or armor).
You must do so slowly and carefully, spending at least 1 minute (and significantly longer for items that are normally time consuming to remove, like armor).
Throughout this duration you must have some means of staying hidden, such as the cover of darkness or a bustling crowd.
You take a –5 penalty to your Thievery check.
Even if you succeed, if the item is extremely prominent—like a suit of full plate armor onlookers will quickly notice it’s gone after you steal it.
| Feat Type | Skill |
|---|---|
| Level | 15 |
| Skill | Thievery |
| Requirement | L |
Prerequisites Trained in Deception.
When you critically succeed to Create a Diversion, you continue to remain hidden after the end of your turn.
This effect lasts for an amount of time that depends on the diversion and situation, as determined by the GM (minimum 1 additional round).
| Feat Type | Skill |
|---|---|
| Level | 1 |
| Skill | Deception |
| Requirement | T |
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| Level | 3 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | Touch |
| Area | |
| Target | 1 unattended object or willing creature |
| Save | |
| Duration | 5 minutes |
You defy gravity and levitate the target 5 feet off the ground.
For the duration of the spell, you can move the target up or down 10 feet with a single action, which has the trait.
A creature floating in the air from levitate takes a –2 circumstance penalty to attack rolls.
A floating creature can spend an Interact action to stabilize itself and negate this penalty for the remainder of its turn.
If the target is adjacent to a fixed object or terrain of suitable stability, it can move across the surface by climbing (if the surface is vertical, like a wall) or crawling (if the surface is horizontal, such as a ceiling).
The GM determines which surfaces can be climbed or crawled across.
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Occult | This spell can be identified using Occultism. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
You try to fool someone with an untruth.
Doing so takes at least 1 round, or longer if the lie is elaborate.
You roll a single Deception check and compare it against the Perception DC of every creature you are trying to fool. If they have Lie to Me, they can use their Deception DC instead if it is better.
The GM might give them a circumstance bonus based on the situation and the nature of the lie you are trying to tell. Elaborate or highly unbelievable lies are much harder to get a creature to believe than simpler and more believable lies, and some lies are so big that it’s impossible to get anyone to believe them.
At the GM’s discretion, if a creature initially believes your lie, it might attempt a Perception check later to Sense Motive against your Deception DC to realize it’s a lie. This usually happens if the creature discovers enough evidence to counter your statements.
| Critical Success | If you have Charming Liar, the target believes your lie and their attitude improves by one step, once per conversation. |
|---|---|
| Success | The target believes your lie. |
| Failure | The target doesn’t believe your lie and gains a +4 circumstance bonus against your attempts to Lie for the duration of your conversation. The target is also more likely to be suspicious of you in the future. |
| Critical Failure |
If you have Confabulator, the bonus the target gets based on previous failed attempts to lie is reduced.
| Actions | |
|---|---|
| Free Hands | |
| Skill | Deception |
| Defense | Perception |
| Tool | |
| Sub-actions |
| Auditory | This works only against creatures that can hear it and are not Deafened. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Linguistic | Your target must be able to understand your language. |
| Mental | This won't work on objects or Mindless creatures, and maybe not Swarm Minds. |
| Secret | The GM makes the roll for this in secret. |
| Charming Liar | Lie | On a crit, you improve target's attitude. |
|---|---|---|
| Confabulator | Lie | Reduces circumstance bonus from previous attempts. |
| Glibness | Lie | Gives +4 status and halves circumstance penalties. |
| Lie to Me | Lie | Can use Deception instead of Perception to detect lie. |
| Deception | Lie | |
| Charisma | Deception | Key ability for this skill. |
| Frightened | Charisma | Reduces all checks and DCs. |
| Sickened | Charisma | Reduces Charisma by the condition value. |
| Mariner's Curse | Sickened | Can prevent recovering from sickened while curse persists. |
| Stupefied | Charisma | Gives status penalty of condition value. |
Prerequisites Trained in Deception.
You can use Deception to weave traps to trip up anyone trying to deceive you.
If you can engage in conversation with someone trying to Lie to you, use your Deception DC if it is higher than your Perception DC to determine whether they succeed.
This doesn’t apply if you don’t have a back-and-forth dialogue, such as when someone attempts to Lie during a long speech.
| Feat Type | Skill |
|---|---|
| Level | 1 |
| Skill | Deception |
| Requirement | T |
Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range.
The sense can distinguish between the positive energy animating living creatures and the negative energy animating undead creatures, much as sight distinguishes colors.
| Level | 1 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | Touch |
| Area | |
| Target | 1 unattended, non-magical object of 1 Bulk or less |
| Save | |
| Duration | Until the next time you make your daily preparations |
The object glows, casting bright light in a 20-foot radius and dim light for the next 20 feet, like a Torch.
If you cast this spell again on a second object, the light spell on the first object ends.
Heightened (4th) The object sheds bright light in a 60-foot radius and dim light for the next 60 feet.
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Divine | This spell can be identified using Religion. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Occult | This spell can be identified using Occultism. |
| Primal | This spell can be identified using Nature. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
As long as the monster is in an area of bright light, it’s Dazzled.
When first exposed to bright light, the monster is Blinded until the end of its next turn.
After this exposure, light doesn’t blind the monster again until after it spends 1 hour in darkness. (It does still dazzle it.)
| Level | 3 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | |
| Area | 120 foot Line |
| Target | |
| Save | Reflex |
| Duration |
A bolt of lightning strikes outward from your hand, dealing 4d12 damage with a basic Reflex save.
Heightened (+1) The damage increases by 1d12.
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Primal | This spell can be identified using Nature. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
A line shoots forth from you in a straight line in a direction of your choosing.
The line affects each creature whose space it overlaps.
Unless a line effect says otherwise, it is 5 feet wide. For example, the lightning bolt spell’s area is a 60-foot line that’s 5 feet wide.
An effect with this trait depends on language comprehension.
A linguistic effect that targets a creature works only if the target understands the language you are using.
| Level | 3 |
|---|---|
| Components | Material Somatic Verbal |
| Cast Time | 10 minutes |
| Range | 500 feet |
| Area | |
| Target | 1 specific object or type of object |
| Save | |
| Duration | Sustained |
You learn the direction to the target (if you picked a specific object, such as “my mother’s sword”) or the nearest target (if you picked a type of object, such as “swords”).
If the target is a specific object, you must have observed it directly with your own senses. If it’s a type of object, you still need to have an accurate mental image of the type of object.
If there’s lead or running water between you and the target, this spell can’t locate the object. This means you might find a type of object farther away if the nearest one is behind lead or running water.
Heightened (5th) You can target a specific creature or ancestry instead of an object, but you must have met or seen up close the creature or ancestry you want to target.
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Divine | This spell can be identified using Religion. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Material | You must have a free hand to take out components to cast this spell. |
| Occult | This spell can be identified using Occultism. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Uncommon | You can't normally gain this by character advancement. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
| Level | 1 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | Touch |
| Area | |
| Target | 1 lock, or a door or container with a latch |
| Save | |
| Duration | 1 day |
The target’s latch mechanism clinks shut, held fast by unseen magical restraints.
When you magically lock a target, you set an Athletics and Thievery DC to open it equal to your spell DC or the base lock DC with a +4 status bonus, whichever is higher.
Any key or combination that once opened a lock affected by this spell does not do so for the duration of the spell, though the key or combination does grant a +4 circumstance bonus to checks to open the door.
If the target is opened, the spell ends.
Assuming the target is not barred or locked in some additional way, you can unlock and open it with an Interact action during which you touch the target.
This does not end the spell.
You can Dismiss this spell at any time and from any distance.
Heightened (2nd) The duration increases to unlimited, but you must expend 6 gp worth of gold dust as an additional cost.
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Divine | This spell can be identified using Religion. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Occult | This spell can be identified using Occultism. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
You Stride, then make a horizontal Leap and attempt an Athletics check to increase the length of your jump.
If you have Quick Jump, you can Long Jump as a single action but you don't Stride.
The DC of the Athletics check is equal to the total distance in feet you’re attempting to move during your Leap (so you’d need to succeed at a DC 20 check to Leap 20 feet). You can’t Leap farther than your Speed. This DC might be increased or decreased due to the situation, as determined by the GM.
If you didn’t Stride at least 10 feet, or if you attempt to jump in a different direction than your Stride, you automatically fail your check unless you have Quick Jump.
If you have Wall Jump, you can jump a second time off a wall as a single action.
If you have Cloud Jump, you jump a number of feet equal to the DC you roll tripled, limited to your Speed times the number of actions you spent jumping.
| Critical Success | |
|---|---|
| Success | Increase the maximum horizontal distance you Leap to the desired distance. |
| Failure | You Leap normally. |
| Critical Failure | You Leap normally, but then fall and land Prone. |
| Actions | 2 |
|---|---|
| Free Hands | |
| Skill | Athletics |
| Defense | |
| Tool | |
| Sub-actions |
| Cloud Jump | Long Jump | Triples long jump distance up to speed action limit. |
|---|---|---|
| Quick Jump | Long Jump | Use jump without striding as 1 action. |
| Raging Athlete | Long Jump | Lowers DC by 10 when raging. |
| Wall Jump | Long Jump | Can chain jump actions that end adjacent walls. |
| Athletics | Long Jump | |
| Strength | Athletics | Key ability for this skill. |
| Enfeebled | Strength | Reduces Strength by the condition value. |
| Sickened | Strength | Reduces Strength by the condition value. |
| Mariner's Curse | Sickened | Can prevent recovering from sickened while curse persists. |
| Leap | Long Jump | |
| Jump | Leap | Can modify leap to a fix length of 30 feet. |
| Powerful Leap | Leap | Increase horizontal by 5 feet, and can jump 5 feet up. |
| Raging Athlete | Leap | Leap distance increases by 5 feet. |
| Wall Jump | Leap | Can chain jump actions that end adjacent walls. |
| Level | 1 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | |
| Area | |
| Target | |
| Save | |
| Duration | 1 hour |
You lengthen your stride beyond what should be possible.
You gain a +10-foot status bonus to your Speed.
Heightened (2nd) The duration increases to 8 hours.
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Primal | This spell can be identified using Nature. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
Key Ability Intelligence.
You have specialized information on a narrow topic.
Lore features many subcategories. You might have Military Lore, Sailing Lore, Vampire Lore, or any similar subcategory of the skill.
Each subcategory counts as its own skill, so applying a skill increase to Planar Lore wouldn’t increase your proficiency with Sailing Lore, for example.
You gain a specific subcategory of the Lore skill from your background. The GM determines what other subcategories they’ll allow as Lore skills, though these categories are always less broad than any of the other skills that allow you to Recall Knowledge, and they should never be able to fully or mainly take the place of another skill’s Recall Knowledge action. For instance, Magic Lore wouldn’t enable you to recall the same breadth of knowledge covered by Arcana, Adventuring Lore wouldn’t simply give you all the information an adventurer needs, and Planar Lore would not be sufficient to gain all the information spread across various skills and subcategories such as Heaven Lore.
If you have multiple subcategories of Lore that could apply to a check or that would overlap with another skill in the circumstances, you can use the skill with the better skill modifier or the one you would prefer to use.
If there’s any doubt whether a Lore skill applies to a specific topic or action, the GM decides whether it can be used or not.
Actions for this skill:
Feats for this skill:
| Intelligence | Lore | Key ability for this skill. |
|---|---|---|
| Frightened | Intelligence | Reduces all checks and DCs. |
| Sickened | Intelligence | Reduces Intelligence by the condition value. |
| Mariner's Curse | Sickened | Can prevent recovering from sickened while curse persists. |
| Stupefied | Intelligence | Gives status penalty of condition value. |
The creature can see in dim light as though it were bright light.
It ignores the Concealed condition due to dim light.
| Level | 1 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | |
| Area | |
| Target | |
| Save | |
| Duration | Until the next time you make your {{daily preparations|Rest}} |
You ward yourself with shimmering magical energy, gaining a +1 item bonus to AC and a maximum Dexterity modifier of +5.
While wearing mage armor, you use your unarmored proficiency to calculate your AC.
Heightened (4th) You gain a +1 item bonus to saving throws.
Heightened (6th) The item bonus to AC increases to +2, and you gain a +1 item bonus to saving throws.
Heightened (8th) The item bonus to AC increases to +2, and you gain a +2 item bonus to saving throws.
Heightened (10th) The item bonus to AC increases to +3, and you gain a +3 item bonus to saving throws.
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Occult | This spell can be identified using Occultism. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
| Level | 1 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | 30 feet |
| Area | |
| Target | 1 unattended object of light Bulk or less |
| Save | |
| Duration | Sustained |
You create a single magical hand, either invisible or ghostlike, that grasps the target object and moves it slowly up to 20 feet.
Because you’re levitating the object, you can move it in any direction.
When you Sustain the Spell, you can move the object an additional 20 feet. If the object is in the air when the spell ends, the object falls.
Heightened (3rd) You can target an unattended object with a Bulk of 1 or less.
Heightened (5th) The range increases to 60 feet, and you can target an unattended object with a Bulk of 1 or less.
Heightened (7th) The range increases to 60 feet, and you can target an unattended object with a Bulk of 2 or less.
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Occult | This spell can be identified using Occultism. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
| Level | 1 |
|---|---|
| Components | Material Somatic Verbal |
| Cast Time | 1 minute |
| Range | Touch |
| Area | |
| Target | 1 object of 3 bulk or less |
| Save | |
| Duration | Until the next time you make your daily preparations |
You alter the appearance of an item’s magic aura.
You can choose to have the target’s aura appear as that of common magic item of twice magic aura’s level or lower, or to have it register as being under the effects of a spell of your choice of magic aura’s level or lower.
If the target is magical, you can instead choose to have it appear as entirely non-magical.
A caster using Detect Magic or study aura (they probably mean Read Aura) of an equal or higher spell level can attempt to disbelieve the illusion from magic aura.
Magic aura doesn’t mask the aura of spells that are 9th level or higher or of items that are 19th level or higher.
Heightened (3rd) You can target a creature instead of an object. When you do, you can either conceal the auras of all magic items it has or have that creature’s aura appear as if it were under the effect of a spell you know.
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Illusion | It may be possible to disbelieve this with Perception vs its DC. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Material | You must have a free hand to take out components to cast this spell. |
| Occult | This spell can be identified using Occultism. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Uncommon | You can't normally gain this by character advancement. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
| Level | 1 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | Touch |
| Area | |
| Target | 1 willing ally |
| Save | |
| Duration | 1 minute |
Choose one of the target’s unarmed attacks that deal one damage die.
You cause that unarmed attack to shine with primal energy.
The unarmed attack becomes a +1 Striking unarmed attack, gaining a +1 item bonus to attack rolls and increasing the number of damage dice to two.
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
|---|---|
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Primal | This spell can be identified using Nature. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
| Level | 1 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | 120 feet |
| Area | |
| Target | 1 creature |
| Save | |
| Duration |
You send a dart of force streaking toward a creature that you can see.
It automatically hits and deals 1d4+1 damage.
For each additional action you use when Casting the Spell, increase the number of missiles you shoot by one, to a maximum of three missiles for 3 actions.
You choose the target for each missile individually.
If you shoot more than one missile at the same target, combine the damage before applying bonuses or penalties to damage, resistances, weaknesses, and so forth.
If you shoot only one missile, this spell is but it still has both Verbal and Somatic components. This is an exception to the usual rules for number of actions to cast.
Heightened (+2) You shoot one additional missile with each action you spend.
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Occult | This spell can be identified using Occultism. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
| Level | 2 |
|---|---|
| Components | |
| Cast Time | |
| Range | Touch |
| Area | |
| Target | 1 creature or object |
| Save | |
| Duration | Unlimited |
You specify a trigger and a message up to 25 words long.
When the specified trigger occurs within 30 feet of the target, an illusory mouth appears on the target and speaks the message, and the magic mouth spell ends.
Because the mouth is an illusion, a target immune to illusions may miss the message!
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Auditory | This works only against creatures that can hear it and are not Deafened. |
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Illusion | It may be possible to disbelieve this with Perception vs its DC. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Occult | This spell can be identified using Occultism. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
| Visual | This works only against creatures that can see it and are not Blinded. |
| Level | 1 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | Touch |
| Area | |
| Target | 1 non-magical weapon that is unattended or wielded by you or a willing ally |
| Save | |
| Duration | 1 minute |
The weapon glimmers with magic and energy.
The target becomes a +1 Striking weapon, gaining a +1 item bonus to attack rolls and increasing the number of weapon damage dice to two.
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Divine | This spell can be identified using Religion. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Occult | This spell can be identified using Occultism. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
Prerequisites Expert in Crafting.
You can Craft magic items, though some have other requirements.
When you select this feat, you gain formulas for four common magic items of 2nd level or lower.
| Feat Type | Skill |
|---|---|
| Level | 2 |
| Skill | Crafting |
| Requirement | E |
Prerequisites Expert in Arcana, Nature, Occultism, or Religion.
Learning spells comes easily to you.
If you’re an expert in a tradition’s associated skill, you take 10 minutes per spell level to learn a spell of that tradition, rather than 1 hour per spell level. If you’re a master in the tradition’s associated skill, learning a spell takes 5 minutes per spell level, and if you’re legendary, it takes 1 minute per spell level.
If you fail to learn the spell, you can try again after 1 week or after you gain a level, whichever comes first.
You can use downtime to learn and inscribe new spells. This works as if you were using Earn Income with the tradition’s associated skill, but instead of gaining money, you choose a spell available to you to learn and gain a discount on learning it, learning it for free if your earned income equals or exceeds its cost.
| Feat Type | Skill |
|---|---|
| Level | 2 |
| Skill | Arcana Nature Occultism Religion |
| Requirement | E |
| Level | 7 |
|---|---|
| Components | Material Somatic Verbal |
| Cast Time | 1 minute |
| Range | 30 feet |
| Area | |
| Target | |
| Save | |
| Duration | 24 hours |
You conjure an extradimensional demiplane consisting of a spacious dwelling with a single entrance.
The entrance connects to the plane where you Cast the Spell, appearing anywhere within the spell’s range as a faint, shimmering, vertical rectangle 5 feet wide and 10 feet high.
You designate who can enter when you cast the spell.
Once inside, you can shut the entrance, making it invisible. You and the creatures you designated can reopen the door at will, just like opening a physical door.
Inside, the demiplane appears to be a mansion featuring a magnificent foyer and numerous opulent chambers. The mansion can have any floor plan you imagine as you Cast the Spell, provided it fits within a space 40 feet wide, 40 feet deep, and 30 feet tall.
While the entrance to the mansion is closed, effects from outside the mansion fail to penetrate it, and vice versa, except for Plane Shift, which can be used to enter the mansion.
You can use magic and similar effects to observe the outside only if they’re capable of crossing planes.
A staff of up to 24 servants attends to anyone within the mansion. These are like the servant created by the Unseen Servant spell, though they’re visible, with an appearance you determine during casting. The mansion is stocked with enough food to serve a nine-course banquet to 150 people.
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Material | You must have a free hand to take out components to cast this spell. |
| Occult | This spell can be identified using Occultism. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Uncommon | You can't normally gain this by character advancement. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
With at least 1 minute of conversation, during which you engage in charismatic overtures, flattery, and other acts of goodwill, you seek to make a good impression on someone to make them temporarily agreeable.
At the end of the conversation, attempt a Diplomacy check against the Will DC of one target, modified by any circumstances the GM sees fit.
Good impressions (or bad impressions, on a critical failure) last for only the current social interaction unless the GM decides otherwise.
If you have Impressive Performance, you can Make an Impression using Performance instead of Diplomacy.
| Critical Success | The target’s attitude toward you improves by two steps. |
|---|---|
| Success | The target’s attitude toward you improves by one step. |
| Failure | |
| Critical Failure | The target’s attitude toward you worsens by one step. |
| Actions | |
|---|---|
| Free Hands | |
| Skill | Diplomacy |
| Defense | Will |
| Tool | |
| Sub-actions |
| Auditory | This works only against creatures that can hear it and are not Deafened. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Exploration | This can only be used in Exploration Mode, not Encounter Mode (ie, not combat). |
| Linguistic | Your target must be able to understand your language. |
| Mental | This won't work on objects or Mindless creatures, and maybe not Swarm Minds. |
| Courtly Graces | Make an Impression | Use Society to impress nobles. |
|---|---|---|
| Glad-Hand | Make an Impression | Make an impression on first meeting at -5. |
| Group Impression | Make an Impression | Impress multiple targets based on proficiency. |
| Impressive Performance | Make an Impression | Impress with Performance. |
| Diplomacy | Make an Impression | |
| Charisma | Diplomacy | Key ability for this skill. |
| Frightened | Charisma | Reduces all checks and DCs. |
| Sickened | Charisma | Reduces Charisma by the condition value. |
| Mariner's Curse | Sickened | Can prevent recovering from sickened while curse persists. |
| Stupefied | Charisma | Gives status penalty of condition value. |
Requirements You have a fly Speed.
You try a difficult maneuver while flying. Attempt an Acrobatics check. The GM determines what maneuvers are possible, but they rarely allow you to move farther than your fly Speed.
| Critical Success | |
|---|---|
| Success | You succeed at the maneuver. |
| Failure | Your maneuver fails. The GM chooses if you simply can’t move or if some other detrimental effect happens. The outcome should be appropriate for the maneuver you attempted (for instance, being blown off course if you were trying to fly against a strong wind). |
| Critical Failure | As failure, but the consequence is more dire. |
| Actions | 1 |
|---|---|
| Free Hands | |
| Skill | Acrobatics |
| Defense | |
| Tool | |
| Sub-actions |
| Trained | You must be trained in the relevant skill to use this. Having Untrained Improvisation is not sufficient. |
|---|
| Acrobatics | Maneuver in Flight | |
|---|---|---|
| Dexterity | Acrobatics | Key ability for this skill. |
| Clumsy | Dexterity | Gives status penalty to Dexterity equal to condition value. |
| Frightened | Dexterity | Reduces all checks and DCs. |
| Sickened | Dexterity | Reduces Dexterity by the condition value. |
| Mariner's Curse | Sickened | Can prevent recovering from sickened while curse persists. |
You must physically manipulate an item or make gestures to use an action with this trait.
Creatures without a suitable appendage can’t perform actions with this trait.
Manipulate actions often trigger reactions.
Manipulate actions can trigger an Attack of Opportunity.
Having the manipulate trait alone does not necessarily mean that an action requires a free hand.
| Gaseous Form | Manipulate | Prevents Manipulate actions. |
|---|
| Level | 5 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | Touch |
| Area | |
| Target | 1 creature |
| Save | Will |
| Duration |
You afflict the target with the curse of the roiling, unforgiving sea.
The target must attempt a Will save.
| Critical Success | The target is unaffected. |
|---|---|
| Success | The target becomes Sickened 1. Reducing its sickened condition to 0 ends the curse. |
| Failure | The target becomes Sickened 1 and can't reduce its Sickened condition below 1 while the curse remains. The curse can be lifted by Remove Curse or similar magic. Whenever the target is sickened and on the water at least a mile from shore, it is also Slowed 1. |
| Critical Failure | As failure, but the target becomes Sickened 2. |
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Attack | This is affected by Multiple Attack Penalty. |
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Occult | This spell can be identified using Occultism. |
| Primal | This spell can be identified using Nature. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
| Level | 7 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | 30 feet |
| Area | |
| Target | 1 creature |
| Save | Will |
| Duration | 1 minute |
The target appears to be a gruesome and terrifying creature. The effect is unique to each observer, so a human viewing the target might see a demon with bloody fangs, but a demon observing the target might see a glowing angelic visage.
When any creature attempts a Hostile Action against the target, the creature must attempt a Will save.
It is then temporarily immune until the end of its next turn.
Heightened (8th) You can target up to 5 creatures. If a creature uses a hostile action or reaction that affects multiple targets simultaneously, it needs to attempt only one save against mask of terror.
The non-heightened version does not explicitly mention reactions, but it is generally assumed that the intent is not that hostile reactions are a different class from hostile actions.
| Critical Success | The creature is unaffected. |
|---|---|
| Success | The creature is unaffected. |
| Failure | The creature becomes Frightened 2 before using its action. |
| Critical Failure | The creature becomes Frightened 2, and its action fails and is wasted. |
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Emotion | This won't work on creatures with mechanical or artificial intillegence. |
| Illusion | It may be possible to disbelieve this with Perception vs its DC. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Mental | This won't work on objects or Mindless creatures, and maybe not Swarm Minds. |
| Occult | This spell can be identified using Occultism. |
| Primal | This spell can be identified using Nature. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
| Visual | This works only against creatures that can see it and are not Blinded. |
| Level | 9 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | |
| Area | 60 foot Line |
| Target | |
| Save | Fortitude |
| Duration |
You unleash a wave of necromantic energy to snuff out the life force of those in its path.
Each creature of 17th level or lower in the line must attempt a Fortitude save.
| Critical Success | The creature is unaffected. |
|---|---|
| Success | The creature takes 9d6 negative damage. |
| Failure | The creature takes 100 negative damage. |
| Critical Failure | The creature dies. |
If the damage from massacre reduces a creature to 0 Hit Points, that creature dies instantly.
If massacre doesn’t kill even a single creature, the negative energy violently explodes back toward you, dealing an additional 30 negative damage to every creature in the line (even those above 17th level) and 30 negative damage to you.
Heightened (10th) The spell can affect creatures up to 19th level. Increase the damage to 10d6 on a success, and to 115 on a failure.
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Divine | This spell can be identified using Religion. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Primal | This spell can be identified using Nature. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
A material component is a bit of physical matter consumed in the casting of the spell.
The spell gains the Manipulate trait and requires you to have a free hand to retrieve and manipulate a material component.
That component is expended in the casting (even if the spell is disrupted).
Except in extreme circumstances, you can assume all common components are included in a material component pouch.
If you’re a Bard Casting a Spell from the Occult tradition while holding a musical instrument, you can play that instrument to replace any material, somatic, or verbal components the spell requires by using the instrument as a Focus component instead. Cast a Spell gains the Auditory trait if you make this substitution. Unlike the normal rules for a focus component, you can’t retrieve or stow the instrument when making this substitution.
If you’re a Cleric Casting a Spell from the Divine tradition while holding a divine focus (such as a religious symbol or text), you can replace any material component the spell requires by using the divine focus as a Focus component instead. Unlike the normal rules for a focus component, you can’t retrieve or stow the focus when making this substitution.
If you’re a Druid Casting a Spell from the Primal tradition while holding a primal focus (such as holly and mistletoe), you can replace any material component the spell requires by using the primal focus as a Focus component instead. Unlike the normal rules for a focus component, you can’t retrieve or stow the focus when making this substitution.
If you’re a Sorcerer Casting a Spell from the magical tradition that matches your bloodline, you can draw on the magic within your blood to replace any material component with a Somatic component.
| Level | 8 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | 30 feet |
| Area | |
| Target | 1 creature |
| Save | |
| Duration | Sustained |
You transport the target into an extradimensional maze of eldritch origin and trap it there.
Once each turn, the target can spend 1 action to attempt a Survival check or Perception check against your spell DC to escape the maze.
The possible outcomes are as follows.
| Critical Success | The target escapes and the spell ends. |
|---|---|
| Success | The target is on the right path to the exit. If the target was already on the right path, it escapes the maze and the spell ends. |
| Failure | The target makes no progress toward escape. |
| Critical Failure | The target makes no progress toward escape, and if it was on the right path, it no longer is. |
magic doesn’t help the creature escape unless the magic can transport across planes, such as Plane Shift.
When the spell ends, either because the target escaped or the duration ran out, the target returns to the space it occupied when it was banished, or to the nearest space if the original is now filled.
Note that the target still gets 3 actions per turn and does not have to attempt to escape the maze every round. They can use their remaining actions to, for example, cast spells on themselves.
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Occult | This spell can be identified using Occultism. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
Key Ability Wisdom.
You can patch up wounds and help people recover from diseases and poisons.
Actions for this skill:
Feats for this skill:
| Wisdom | Medicine | Key ability for this skill. |
|---|---|---|
| Frightened | Wisdom | Reduces all checks and DCs. |
| Sickened | Wisdom | Reduces Wisdom by the condition value. |
| Mariner's Curse | Sickened | Can prevent recovering from sickened while curse persists. |
| Stupefied | Wisdom | Gives status penalty of condition value. |
Additive 3.
Prerequisites Expanded Splash.
Requirements You are holding an alchemical bomb you crafted, with a level at least 3 lower than your advanced alchemy level.
You add an incredibly powerful additive to a held bomb to create a mega bomb, greatly increasing its area and power.
You use an Interact action to throw the mega bomb, rather than Strike, and you don’t make an attack roll.
The mega bomb affects creatures in a 30-foot-radius burst, centered within 60 feet of you.
The bomb deals damage as if each creature were the primary target, with a basic Reflex save.
On a failed save, a creature also takes any extra effects that affect a primary target (such as Flat-Footed from Bottled Lightning).
While all targets in the area take splash damage as primary targets, there is no further splash beyond that area.
If your next action after creating a mega bomb isn’t an Interact action to throw it, the mega bomb denatures and loses all effects.
| Actions | 1 |
|---|---|
| Free Hands | |
| Skill | |
| Defense | Reflex |
| Tool | |
| Sub-actions |
| Feat Type | Class |
|---|---|
| Level | 20 |
| Class | Alchemist |
| Additive | One per alchemy item, increases item level by the given amount. |
|---|
| Level | 3 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | |
| Area | |
| Target | |
| Save | |
| Duration | 10 minutes |
You merge with an adjacent block of stone with enough volume to fit you and your worn and held possessions.
You must touch the stone when you Cast the Spell.
You can hear, but not see, what’s going on outside the stone, and you can cast spells while in the stone as long as they don’t require line of effect beyond the stone.
Significant physical damage to the stone while you are inside it expels you and deals 10d6 damage to you.
Passwall expels you without dealing damage and ends meld into stone.
You can Dismiss this spell.
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Primal | This spell can be identified using Nature. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
| Level | 1 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | 10 minutes |
| Range | Touch |
| Area | |
| Target | 1 non-magical object of light Bulk or less |
| Save | |
| Duration |
You repair the target item.
You restore 5 Hit Points per spell level to the target, potentially removing the Broken condition if this repairs it past the item’s Broken Threshold.
You can’t replace lost pieces or repair an object that’s been completely destroyed.
Heightened (2nd) You can target a non-magical object of 1 Bulk or less.
Heightened (3rd) You can target a non-magical object of 2 Bulk or less, or a magical object of 1 Bulk or less.
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Divine | This spell can be identified using Religion. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Occult | This spell can be identified using Occultism. |
| Primal | This spell can be identified using Nature. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
A mental effect can alter the target’s mind.
It has no effect on an object or a Mindless creature.
Non-area Mental effects have no effect on Swarm Minds.
Frequency once per round
Trigger You craft an Elixir of Life using Quick Alchemy, and that elixir is at least 2 levels lower than your advanced alchemy level.
Additive 2.
You mix a special additive into your elixir that calms the drinker’s body and mind.
The elixir of life attempts to Counteract one effect or one effect imposing the Paralyzed condition on the drinker.
| Actions | Free |
|---|---|
| Free Hands | |
| Skill | |
| Defense | |
| Tool | |
| Sub-actions |
| Feat Type | Class |
|---|---|
| Level | 10 |
| Class | Alchemist |
| Additive | One per alchemy item, increases item level by the given amount. |
|---|
| Greater Merciful Elixir | Merciful Elixir | Allows elixir to counteract more conditions. |
|---|
| Level | 1 |
|---|---|
| Components | Verbal |
| Cast Time | |
| Range | 120 feet |
| Area | |
| Target | 1 creature |
| Save | |
| Duration |
You mouth words quietly, but instead of coming out of your mouth, they’re transferred directly to the ears of the target.
While others can’t hear your words any better than if you normally mouthed them, the target can hear your words as if they were standing next to you.
The target can give a brief response as a reaction, or as a free action on their next turn if they wish, but they must be able to see you and be within range to do so.
If they respond, their response is delivered directly to your ear, just like the original message.
"Others can't hear your words any better than if you normally mouthed them" implies that others may be able to use Lip Reading.
Heightened (3rd) The spell’s range increases to 500 feet.
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Auditory | This works only against creatures that can hear it and are not Deafened. |
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Divine | This spell can be identified using Religion. |
| Illusion | It may be possible to disbelieve this with Perception vs its DC. |
| Linguistic | Your target must be able to understand your language. |
| Mental | This won't work on objects or Mindless creatures, and maybe not Swarm Minds. |
| Occult | This spell can be identified using Occultism. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
Actions with the metamagic trait tweak the properties of your spells.
These actions usually come from metamagic feats.
You must use a metamagic action directly before Casting the Spell you want to alter. If you use any action (including free actions and reactions) other than Cast a Spell directly after, you waste the benefits of the metamagic action.
Any additional effects added by a metamagic action are part of the spell’s effect, not of the metamagic action itself.
You’ve realized that the practice known as metamagic is a holdover from a time long ago, when wizards had to work out their own spells and variations rather than rely on spells recorded by others and passed down over the years. This allows you efficient access to various metamagic effects.
You gain a 1st-level metamagic wizard feat as a bonus feat. Starting at 4th level, during your daily preparations, you can gain a metamagic wizard feat of your choice that has a level requirement of no more than half your level, which you can use until your next daily preparations.
| Level | 9 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | 500 feet |
| Area | 4 40-foot Bursts |
| Target | |
| Save | Reflex |
| Duration |
You call down four meteors that explode in a fiery blast.
Each meteor deals 6d10 damage to any creatures in the 10-foot burst at the center of its area of effect before exploding, dealing 14d6 damage to any creatures in its 40-foot burst. The target makes a single basic Reflex save against all the damage.
The meteors’ central 10-foot bursts can’t overlap, and a creature takes the same amount of fire damage no matter how many overlapping explosions it’s caught in.
The saving throw applies to both the bludgeoning and the fire damage.
Heightened (+1) The bludgeoning damage increases by 1d10, and the fire damage increases by 2d6.
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Fire | You can't use this underwater. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Primal | This spell can be identified using Nature. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
| Level | 8 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | 30 feet |
| Area | |
| Target | 1 creature |
| Save | |
| Duration | Until the next time you make your daily preparations |
Powerful wards hide a creature from divination magic.
The target gains a +4 status bonus to saves against effects.
Mind Blank attempts to Counteract any , , and effects as if its spell level were 1 higher than its actual level.
On a success, the divination effect functions normally except that it detects nothing about the target and its possessions. For instance, Detect Magic would still detect other magic in the area, but not any magic on the target.
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Occult | This spell can be identified using Occultism. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Uncommon | You can't normally gain this by character advancement. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
| Level | 5 |
|---|---|
| Components | Material Somatic Verbal |
| Cast Time | 1 minute |
| Range | 30 feet |
| Area | |
| Target | 1 creature |
| Save | Will |
| Duration | Sustained up to 1 minute |
You cast your thoughts through a creature’s mind, sifting for information.
You access the target’s memories and knowledge unless it fends you off with a Will save.
| Critical Success | The target is unaffected. |
|---|---|
| Success | The target is unaffected. |
| Failure | The spell takes effect. |
| Critical Failure | The spell takes effect and the target takes a -4 circumstance penalty to Deception checks against your questions. |
If the spell takes effect, then each round of the spell’s duration, you can Sustain the Spell to ask a different question and attempt to uncover the answer.
For each question, the target can attempt a Deception check against your spell DC; if the target succeeds, you don’t learn the answer, and on a critical success, the target gives you a false answer that you believe is truthful.
Once you’ve asked the target a given question, asking it again, even with a separate casting of mind probe, produces the same result.
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Linguistic | Your target must be able to understand your language. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Material | You must have a free hand to take out components to cast this spell. |
| Mental | This won't work on objects or Mindless creatures, and maybe not Swarm Minds. |
| Occult | This spell can be identified using Occultism. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Uncommon | You can't normally gain this by character advancement. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
| Level | 3 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | 30 feet |
| Area | |
| Target | 1 creature |
| Save | Will |
| Duration | 1 round or Sustained up to 1 minute |
With a cursory mental touch, you attempt to read the target’s mind.
It must attempt a Will save.
The target then becomes temporarily immune to your mind reading for 1 hour.
| Critical Success | The target perceives vague surface thoughts from you when you Cast the Spell. |
|---|---|
| Success | You find out whether the target’s Intelligence modifier is higher than, equal to, or lower than yours. |
| Failure | You perceive vague surface thoughts from the target when you Cast the Spell, and you find out whether its Intelligence modifier is higher than, equal to, or lower than yours. |
| Critical Failure | As failure, and for the duration of the spell, you can Sustain the Spell to detect the target’s surface thoughts again. The target doesn’t receive any additional saves. |
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Mental | This won't work on objects or Mindless creatures, and maybe not Swarm Minds. |
| Occult | This spell can be identified using Occultism. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Uncommon | You can't normally gain this by character advancement. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
With a minor adjustment of ratios in the formula for your serene mutagen, you gain mental protections.
When you’re affected by a Serene Mutagen you created, , , and effects of 9th level or lower detect nothing from you or your possessions and auras. For instance, Detect Magic would still detect other magic in the area, but not any magic on you.
| Feat Type | Class |
|---|---|
| Level | 18 |
| Class | Alchemist |
A mindless creature has either programmed or rudimentary mental attributes.
Most, if not all, of their mental ability modifiers are –5.
They are immune to all Mental effects.
| Level | 1 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | Touch |
| Area | |
| Target | 1 willing creature |
| Save | |
| Duration |
You link your mind to the target’s mind and mentally impart to that target an amount of information in an instant that could otherwise be communicated in 10 minutes.
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
|---|---|
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Mental | This won't work on objects or Mindless creatures, and maybe not Swarm Minds. |
| Occult | This spell can be identified using Occultism. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
Minions are creatures that directly serve another creature.
A creature with this trait can use only 2 actions per turn and can’t use reactions.
Your minion acts on your turn in combat, once per turn, when you spend an action to issue it commands. For an animal companion, you Command an Animal; for a minion that’s a spell or magic item effect like a summoned minion you Sustain a Spell or Sustain an Activation; and if not otherwise specified, you issue a verbal command, which is a single action with the Auditory and Concentrate traits.
If given no commands, by default minions use no actions except to defend themselves or to escape obvious harm.
If left unattended for long enough, typically 1 minute, Mindless minions usually don’t act, animals often indulge their creature comforts, and sapient minions act how they please.
| Level | 10 |
|---|---|
| Components | Material Somatic Verbal |
| Cast Time | |
| Range | |
| Area | |
| Target | |
| Save | |
| Duration |
You request aid directly from your divine source.
Your divine source always refuses a request out of line with its nature, and it might grant a different request (potentially more powerful or better fitting its nature) than the one you asked for.
A casting of miracle can do any of the following things.
The GM might allow you to try using miracle to produce greater effects than these, but doing so may be dangerous, or the spell may have only a partial effect.
Divine spells that can be duplicated: Abyssal Plague, Air Bubble, Air Walk, Alarm, Anathematic Reprisal, Antimagic Field, Augury, Bane, Banishment, Bind Soul, Bind Undead, Blade Barrier, Bless, Breath of Life, Calm Emotions, Chill Touch, Chilling Darkness, Circle of Protection, Command, Comprehend Language, Continual Flame, Create Food, Create Water, Crisis of Faith, Crusade, Darkness, Darkvision, Daze, Deafness, Death Knell, Death Ward, Detect Alignment, Detect Magic, Detect Poison, Dimensional Anchor, Dimensional Lock, Discern Lies, Discern Location, Dispel Magic, Disrupt Undead, Disrupting Weapons, Divine Aura, Divine Decree, Divine Inspiration, Divine Vessel, Divine Wrath, Dream Message, Drop Dead, Eclipse Burst, Endure Elements, Energy Aegis, Enhance Victuals, Ethereal Jaunt, Faerie Fire, Fear, Field of Life, Finger of Death, Flame Strike, Forbidding Ward, Foresight, Freedom of Movement, Gentle Repose, Ghoulish Cravings, Globe of Invulnerability, Glyph of Warding, Harm, Heal, Heroism, Holy Cascade, Know Direction, Light, Locate, Lock, Magic Weapon, Massacre, Mending, Message, Moment of Renewal, Outcast's Curse, Overwhelming Presence, Plane Shift, Prestigitation,
Non-Divine spells that can be duplicated: Acid Arrow, Acid Splash, Aerial Form, Animal Form, Animal Messenger, Animal Vision, Ant Haul, Baleful Polymorph, Barkskin, Black Tentacles, Blink, Blur, Burning Hands, Chain Lightning, Charm, Chromatic Wall, Clairaudience, Clairvoyance, Cloak of Colors, Cloudkill, Collective Transposition, Color Spray, Cone of Cold, Confusion, Contingency, Control Water, Creation, Crushing Despair, Dancing Lights, Detect Scrying, Dimension Door, Dinosaur Form, Disintegrate, Divine Lance, Dominate, Dragon Form, Dreaming Potential, Duplicate Foe, Earthbind, Electric Arc, Elemental Form, Enlarge, Entangle, Enthrall, False Life, False Vision, Feather Fall, Feeblemind, Feet to Fins, Fiery Body, Fire Seeds, Fire Shield, Fireball, Flaming Sphere, Fleet Step, Flesh to Stone, Floating Disk, Fly (Spell), Gaseous Form, Ghost Sound, Ghostly Weapon, Glibness, Glitterdust, Goblin Pox, Grease, Grim Tendrils, Gust of Wind, Hallucination, Hallucinatory Terrain, Haste, Hideous Laughter, Humanoid Form, Hydraulic Torrent, Hypercognition, Hypnotic Pattern, Illusory Creature, Illusory Disguise, Illusory Object, Insect Form, Invisibility Sphere, Invisibility, Item Facade, Jump, Knock, Levitate, Lightning Bolt, Longstrider, Mage Armor, Mage Hand, Magic Aura, Magic Fang, Magic Missile, Magic Mouth, Magnificent Mansion, Mariner's Curse, Mask of Terror, Meld into Stone, Mind Probe, Mind Reading, Mindlink, Mirror Image, Misdirection, Mislead, Modify Memory, Moon Frenzy, Negate Aroma, Nightmare, Nondetection, Obscuring Mist, Paranoia, Pass Without Trace, Passwall, Pest Form, Phantasmal Calamity, Phantasmal Killer, Phantom Pain, Phantom Steed, Plant Form, Possession (Spell), Power Word Blind, Prismatic Spray, Private Sanctum,
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
|---|---|
| Divine | This spell can be identified using Religion. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Material | You must have a free hand to take out components to cast this spell. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
Frequency once every 10 minutes.
Your alchemical mastery can resuscitate the recently slain.
You can administer a true Elixir of Life to a creature who has been dead for no more than 2 rounds.
When you do, that creature is immediately returned to life with 1 Hit Point and becomes Wounded 1.
| Feat Type | Class |
|---|---|
| Level | 18 |
| Class | Alchemist |
| Level | 2 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | |
| Area | |
| Target | |
| Save | |
| Duration | 1 minute |
Three illusory images of you swirl about your space, potentially causing those who attack you to hit one of the images instead of you.
Any attack that would hit you has a random chance of hitting one of your images instead of you.
If all three images remain, there is a 1 in 4 chance of hitting you (1 on 1d4).
With two images remaining, there is a 1 in 3 chance of hitting you (1–2 on 1d6).
With only one image, the chances are 1 in 2 (1–3 on 1d6).
Once an image is hit, it is destroyed.
If an attack roll fails to hit your AC but doesn’t critically fail, it destroys an image but has no additional effect (even if the attack would normally have an effect on a failure).
If an attack roll is a critical success and would hit one of the images, one of the images is destroyed and the attack roll becomes a success against you.
Once all the images are destroyed, the spell ends.
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Illusion | It may be possible to disbelieve this with Perception vs its DC. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Occult | This spell can be identified using Occultism. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
| Visual | This works only against creatures that can see it and are not Blinded. |
| Level | 2 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | 1 minute |
| Range | 30 feet |
| Area | |
| Target | 2 creatures or objects |
| Save | |
| Duration | Until the next time you make your daily preparations |
You reshape the magic aura of one creature or object to resemble that of another.
You designate one target as the primary target and the other as the secondary target.
Effects that would detect auras on the primary target instead detect the same types of auras from the secondary target.
A creature reading the aura can attempt to disbelieve the illusion.
You can Dismiss the spell from up to a mile away.
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Illusion | It may be possible to disbelieve this with Perception vs its DC. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Occult | This spell can be identified using Occultism. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
A misfortune effect detrimentally alters how you roll your dice.
You can never have more than one misfortune effect alter a single roll. If multiple misfortune effects would apply, the GM decides which is worse and applies it.
If a fortune effect and a misfortune effect would apply to the same roll, the two cancel each other out, and you roll normally.
| Level | 6 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | |
| Area | |
| Target | You |
| Save | |
| Duration | Sustained up to 1 minute |
You turn yourself Invisible and create an illusory duplicate of yourself.
When you Sustain the Spell, you can mentally dictate a course of action for your duplicate to follow that round.
Your duplicate acts as though it had your full number of actions, though it can’t actually affect anything in the environment.
Both the duplicate and your invisibility persist for the spell’s duration.
Performing a Hostile Action doesn’t end mislead’s invisibility, just like a 4th-level invisibility spell.
A creature that determines the duplicate is an illusion doesn’t necessarily know you’re invisible, and one that can see your invisible form doesn’t necessarily know your duplicate is an illusion.
If you Cast a Spell, attack, or otherwise interact with another creature, as a part of that action you can attempt a Deception check against observers’ Perception DCs to convince them your duplicate used that action. This doesn’t fool anyone who’s aware your duplicate is an illusion, nor does it work if the attack obviously couldn’t have come from the duplicate. For instance, if you fired a ray, you could make it look like it came from the duplicate as long as the duplicate was positioned appropriately, but if you attacked with a sword and your duplicate was across the room from the target, your Deception check would automatically fail.
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Occult | This spell can be identified using Occultism. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
| Level | 4 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | 30 feet |
| Area | |
| Target | 1 creature |
| Save | Will |
| Duration | Unlimited |
You alter the target’s memories, either erasing a memory, enhancing a memory’s clarity, altering a memory, or adding a false memory.
The target can attempt a Will save to resist the spell.
Any memories you’ve altered remain changed as long as the spell is active. This means that others can Dispel the spell to enable the target to recover their original memories.
If the target moves out of range before the 5 minutes is up, you can’t alter any further memories.
Heightened (6th) You can cast the spell on a willing target to suppress all memory of a particular topic, detailed in 50 words or fewer. The effect is permanent, and it patches these omissions with an indistinct haze.
| Critical Success | The target is unaffected and realizes you tried to alter its memory. |
|---|---|
| Success | The target is unaffected but thinks your spell was something harmless instead of modify memory, unless it identifies the spell. |
| Failure | During the first 5 minutes of the spell’s duration, you can Sustain the Spell to modify a memory once each round. When you do, you imagine up to 6 seconds of memory to modify, to a maximum of 5 continuous minutes of memory. |
| Critical Failure |
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
|---|---|
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Mental | This won't work on objects or Mindless creatures, and maybe not Swarm Minds. |
| Occult | This spell can be identified using Occultism. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Uncommon | You can't normally gain this by character advancement. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
| Level | 8 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | Touch |
| Area | |
| Target | Up to 6 creatures |
| Save | |
| Duration |
The targets experience a day’s worth of recovery in an instant.
Any detrimental effects that would be gone after 24 hours end, though this doesn’t shorten the duration of any active spells affecting the targets.
The targets regain Hit Points and recover from conditions as if they had taken 24 hours of Rest, but they do not make their daily preparations again or gain any benefits of rest other than healing.
24 hours of rest normally means that the creature recovers hit points equal to double their Constitution modifier times their level.
The targets are then temporarily immune for 1 day.
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
|---|---|
| Divine | This spell can be identified using Religion. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Primal | This spell can be identified using Nature. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
| Level | 8 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | |
| Area | |
| Target | You |
| Save | |
| Duration | 1 minute |
You transform into the shape of a legendary monster, assuming a battle form.
You must have enough space to expand into or the spell is lost.
When you cast this spell, choose phoenix, purple worm, or sea serpent.
While in this form, you gain the trait (for phoenix) or the trait (for purple worm or sea serpent).
You can Dismiss the spell.
The special statistics of a battle form can be adjusted only by circumstance bonuses, status bonuses, and penalties.
You can't cast spells, speak, or use Manipulate actions that require hands in your battle form.
Your gear is absorbed into you; the constant abilities of your gear still function, but you can’t activate any items.
You gain the following statistics and abilities regardless of which battle form you choose:
You also gain specific abilities based on the type of monster you choose:
Heightened (9th) You instead gain AC = 22 + your level, 25 temporary HP, attack modifier +31, increase damage by one damage die, and Athletics +33.
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Primal | This spell can be identified using Nature. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
| Level | 5 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | 30 feet |
| Area | |
| Target | Up to 5 willing creatures |
| Save | |
| Duration | 1 minute |
A feral aspect overcomes the targets, making them tough and savage.
Targets gain 5 temporary Hit Points, a +10-foot status bonus to their Speeds, and Weakness 5 to silver.
They also grow vicious fangs and claws, which are unarmed attacks. The fangs deal 2d8 piercing damage; the claws deal 2d6 slashing damage and have the Agile and Finesse traits. The targets use their highest weapon or unarmed attack proficiency with these attacks, and if they have weapon specialization or greater weapon specialization, they add this damage as well. On a critical hit with one of these unarmed attacks, the creature struck takes 1d4 persistent bleed damage.
The targets can’t use actions unless those actions also have the trait, with the exception of Seek.
A creature can attempt to end the spell’s effect on itself by using a single action, which has the trait, to attempt a Will save against your spell DC; on a success, it ends the spell’s effect on itself.
If a target is in the light of a full moon, it also grows by one size if it were Medium or smaller. This increases the reach of a Medium or Tiny creature by 5 feet.
Heightened (6th) The temporary Hit Points increase to 10, the silver weakness to 10, and the damage dealt by the attacks to three dice.
Heightened (10th) The temporary Hit Points increase to 20, the silver weakness to 20, and the damage dealt by the attacks to four dice.
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
|---|---|
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Primal | This spell can be identified using Nature. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
Spells that slightly alter a creature’s form have the morph trait.
Any Strikes specifically granted by a morph effect are Magical.
You can be affected by multiple morph spells at once, but if you morph the same body part more than once, the second morph effect attempts to Counteract the first.
Your morph effects might also end if you are Polymorphed and the polymorph effect invalidates or overrides your morph effect. For instance, a morph that gave you wings would be dismissed if you polymorphed into a form that had wings of its own (though if your new form lacked wings, you’d keep the wings from your morph).
The GM determines which morph effects can be used together and which can’t.
Requirements You are adjacent to a creature that is at least one size larger than you and is willing to be your mount.
You move onto the creature and ride it.
If you have the Ride feat, the creature skips its next turn and acts as a Minion under your control on your next turn. If you don't, you have to use Command an Animal to tell the mount what to do.
If you’re already mounted, you can instead use this action to dismount, moving off the mount into a space adjacent to it.
| Actions | 1 |
|---|---|
| Free Hands | |
| Skill | |
| Defense | |
| Tool | |
| Sub-actions |
You can ride some creatures into combat.
As noted in the Mount specialty basic action, your mount needs to be at least one size larger than you and willing.
Your mount acts on your initiative.
You must use the Command an Animal action to get your mount to spend its actions. If you don’t, the animal wastes its actions. For example, if you are mounted on a horse and you make three attacks, your horse would remain stationary since you didn’t command it. If you instead spent your first action to Command an Animal and succeeded, you could get your mount to Stride. You could spend your next action to attack or to command the horse to attack, but not both.
For an intelligent mount (such as a pegasus or unicorn), use the standard rules for mounted combat, but instead of attempting a check to Command an Animal, the rider uses the same number of actions to ask the creature to do what they want. As the GM, you determine whether the creature does as requested and whether Diplomacy checks or the like are needed. It’s recommended you disallow humanoid creatures and most other bipeds as mounts, especially if they are PCs. If you choose to allow this anyway, either the rider or mount should use at least one hand to hold onto the other, and both should spend an action on each of their turns to remain mounted.
If you have the Ride general feat, you succeed automatically when you Command an Animal that’s your mount.
When you’re mounted, attackers can target either you or your mount. Anything that affects multiple creatures (such as an area) affects both of you as long as you’re both in the area.
You are in an attacker’s reach or range if any square of your mount is within reach or range. Because your mount is larger than you and you share its space, you have lesser cover against attacks targeting you when you’re mounted if the mount would be in the way.
Because you can’t move your body as freely while you’re riding a mount, you take a –2 circumstance penalty to Reflex saves while mounted. Additionally, the only move action you can use is the Mount action to dismount.
An action with this trait involves moving from one space to another.
Some reactions and free actions are triggered by a creature using an action with the move trait. The most notable example is Attack of Opportunity.
Actions with the move trait can trigger reactions or free actions throughout the course of the distance traveled. Each time you exit a square (or move 5 feet if not using a grid) within a creature’s reach, your movement triggers those reactions and free actions (although no more than once per move action for a given reacting creature).
If you use a move action but don’t move out of a square, the trigger instead happens at the end of that action or ability.
Some actions, such as Step, specifically state they don’t trigger reactions or free actions based on movement.
Levitate: For the duration of the spell, you can move the target up or down 10 feet with a single action, which has the trait.
| Actions | 1 |
|---|---|
| Free Hands | |
| Skill | |
| Defense | |
| Tool | |
| Sub-actions |
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
|---|
Prerequisites Trained in Society.
You easily pick up new languages.
You learn two new languages, chosen from common languages, uncommon languages, and any others you have access to.
You learn an additional language if you are or become a master in Society and again if you are or become legendary.
You can select this feat multiple times. Each time, you learn additional languages.
| Feat Type | Skill |
|---|---|
| Level | 1 |
| Skill | Society |
| Requirement | T |
A narrow surface is so precariously thin that you need to Balance (see Acrobatics) or risk falling.
Even on a success, you are Flat-Footed on a narrow surface.
Each time you are hit by an attack or fail a save on a narrow surface, you must succeed at a Reflex save (with the same DC as the Acrobatics check to Balance) or fall.
| Steady Balance | Narrow Surface | Makes you not flat-footed on narrow surfaces. |
|---|
Prerequisites Trained in Nature.
You can apply natural cures to heal your allies. You can use Nature instead of Medicine to Treat Wounds.
If you’re in the wilderness, you might have easier access to fresh ingredients, allowing you to gain a +2 circumstance bonus to your check to Treat Wounds using Nature, subject to the GM’s determination.
| Feat Type | Skill |
|---|---|
| Level | 1 |
| Skill | Nature |
| Requirement | T |
Key Ability Wisdom.
You know a great deal about the natural world, and you command and train animals and magical beasts.
Actions for this skill:
Feats for this skill:
| Unified Theory | Nature | Can use Arcana instead for magic related checks. |
|---|---|---|
| Wisdom | Nature | Key ability for this skill. |
| Frightened | Wisdom | Reduces all checks and DCs. |
| Sickened | Wisdom | Reduces Wisdom by the condition value. |
| Mariner's Curse | Sickened | Can prevent recovering from sickened while curse persists. |
| Stupefied | Wisdom | Gives status penalty of condition value. |
| Level | 10 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | |
| Area | |
| Target | You |
| Save | |
| Duration | 1 minute |
The primal power of the world flows through you.
You transform into an incarnation of nature, either a green man or a kaiju.
Your battle form is Medium for a green man or Gargantuan (30-foot-by-30-foot space) for a kaiju.
You must have enough space to expand into or the spell is lost.
While in this form, you gain the trait (for a green man) or the trait (for a kaiju).
You can Dismiss the spell.
The special statistics of a battle form can be adjusted only by circumstance bonuses, status bonuses, and penalties.
You can't cast spells, speak, or use Manipulate actions that require hands in your battle form.
Your gear is absorbed into you; the constant abilities of your gear still function, but you can’t activate any items.
You gain the following statistics and abilities regardless of which battle form you choose:
You also gain specific abilities based on the type of incarnation you choose:
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
|---|---|
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Primal | This spell can be identified using Nature. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
| Level | 9 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | 120 feet |
| Area | 500-foot Burst |
| Target | Up to 5 creatures |
| Save | |
| Duration | 10 minutes |
Animals and plants in the area turn against the targets.
Each target suffers from the following effects as long as it remains in the area.
The GM might decide that you can’t subject some creatures, such as an emissary of a nature deity, to the ire of nature.
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
|---|---|
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Primal | This spell can be identified using Nature. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
Necromancy spells harness the power of life and death.
They can sap life essence or sustain creatures with life-saving healing.
Necromancy spells often have the , , , , or traits.
| Level | 1 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | Touch |
| Area | |
| Target | 1 willing creature |
| Save | |
| Duration | 1 hour |
The target loses its odor, preventing creatures from passively noticing its presence via smell alone, even if the creatures have precise or imprecise Scent.
A creature attempting a Perception check to Seek with scent and other senses might notice the lack of natural scent.
If the target has any abilities that result from its smell, such as an overpowering scent, those abilities are also negated.
Heightened (5th) The range increases to 30 feet, and you can target up to 10 creatures.
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Primal | This spell can be identified using Nature. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
| Level | 4 |
|---|---|
| Components | Material Somatic Verbal |
| Cast Time | 10 minutes |
| Range | Planetary |
| Area | |
| Target | 1 creature you know by name |
| Save | Will |
| Duration | 1 day |
You send disturbing nightmares to your target.
The next time the target falls asleep, it must attempt a Will save.
If you know the target only by name and have never met them, the target gets a +4 circumstance bonus to the Will save.
| Critical Success | The target suffers no adverse effects and is temporarily immune for 1 week. |
|---|---|
| Success | The target experiences the nightmares but suffers no adverse effects other than unpleasant memories. |
| Failure | The target experiences the nightmares and awakens Fatigued. |
| Critical Failure | The target experiences the nightmares, awakens Fatigued, and is Drained 2 until it is no longer fatigued. |
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Illusion | It may be possible to disbelieve this with Perception vs its DC. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Material | You must have a free hand to take out components to cast this spell. |
| Mental | This won't work on objects or Mindless creatures, and maybe not Swarm Minds. |
| Occult | This spell can be identified using Occultism. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
Prerequisites Expert in Acrobatics.
You can Crawl incredibly swiftly—up to half your Speed, rather than 5 feet.
If you’re a master in Acrobatics, you can Crawl at full Speed.
If you’re legendary, you aren’t Flat-Footed while Prone.
| Feat Type | Skill |
|---|---|
| Level | 2 |
| Skill | Acrobatics |
| Requirement | E |
| Level | 3 |
|---|---|
| Components | Material Somatic Verbal |
| Cast Time | 10 minutes |
| Range | Touch |
| Area | |
| Target | 1 creature or object |
| Save | |
| Duration | 8 hours |
You erect protective wards that make the target difficult to detect via magic.
Nondetection attempts to Counteract all , , and s made against the target or the target’s gear throughout the duration, counting cantrips as 1st-level spells for this purpose.
Successfully counteracting a divination that targets an area or multiple targets negates the effects only for nondetection’s target.
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Material | You must have a free hand to take out components to cast this spell. |
| Occult | This spell can be identified using Occultism. |
| Primal | This spell can be identified using Nature. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Uncommon | You can't normally gain this by character advancement. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
Attacks with this weapon are nonlethal, and are used to knock creatures unconscious instead of kill them.
You can use a nonlethal weapon to make a lethal attack with a –2 circumstance penalty.
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20:U| Level | 2 |
|---|---|
| Components | Material Somatic Verbal |
| Cast Time | |
| Range | 120 feet |
| Area | 20 foot Burst |
| Target | |
| Save | |
| Duration | 1 minute |
You call forth a cloud of mist.
All creatures within the mist become Concealed, and all creatures outside the mist become concealed to creatures within it.
You can Dismiss the cloud.
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Material | You must have a free hand to take out components to cast this spell. |
| Primal | This spell can be identified using Nature. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
Anything in plain view is observed by you.
If a creature takes measures to avoid detection, such as by using Stealth to Hide, it can become Hidden or Undetected instead of observed.
If you have another precise sense instead of or in addition to sight, you might be able to observe a creature or object using that sense instead.
You can observe a creature only with Precise senses. When Seeking a creature using only imprecise senses, it remains Hidden, rather than Observed.
The practitioners of occult traditions seek to understand the unexplainable, categorize the bizarre, and otherwise access the ephemeral in a systematic way.
Bards are the most iconic occult spellcasters, collecting strange esoterica and using their performances to influence the mind or elevate the soul, and occult Sorcerers strive to understand the mysterious power in their blood.
Key Ability Intelligence.
You know a great deal about ancient philosophies, esoteric lore, obscure mysticism, and supernatural creatures.
Actions for this skill:
Feats for this skill:
| Intelligence | Occultism | Key ability for this skill. |
|---|---|---|
| Frightened | Intelligence | Reduces all checks and DCs. |
| Sickened | Intelligence | Reduces Intelligence by the condition value. |
| Mariner's Curse | Sickened | Can prevent recovering from sickened while curse persists. |
| Stupefied | Intelligence | Gives status penalty of condition value. |
| Unified Theory | Occultism | Can use Arcana instead for magic related checks. |
Prerequisites Trained in Occultism.
You have a sense for spells that twist minds or reveal secrets.
You gain a +2 circumstance bonus to Occultism checks to Identify Magic with the Mental, Possession, Prediction, or Scrying traits.
| Feat Type | Skill |
|---|---|
| Level | 1 |
| Skill | Occultism |
| Requirement | T |
These maneuvers work only as the first salvo in the attacks you make on your turn.
You can use an action with the open trait only if you haven’t used an action with the or open trait yet this turn.
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
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| Level | 4 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | Touch |
| Area | |
| Target | 1 creature |
| Save | Will |
| Duration |
You afflict the target with a curse that makes its presence abrasive and off-putting.
The target must attempt a Will save.
| Critical Success | The target is unaffected. |
|---|---|
| Success | For 10 minutes, the target must roll twice and use the worse result whenever attempting a Deception, Diplomacy, Intimidation, or Performance check, and creatures they encounter have an initial attitude toward them of one step worse (for instance, Unfriendly instead of Indifferent). |
| Failure | As success, but the effect is permanent. |
| Critical Failure | As failure, and creatures that the target encounters have an initial attitude toward them of two steps worse. |
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Attack | This is affected by Multiple Attack Penalty. |
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Divine | This spell can be identified using Religion. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Mental | This won't work on objects or Mindless creatures, and maybe not Swarm Minds. |
| Misfortune | Doesn't stack with other Misfortune effects, and cancels with Fortune. |
| Occult | This spell can be identified using Occultism. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
| Level | 9 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | |
| Area | 40 foot Burst |
| Target | Any number of creatures |
| Save | Will |
| Duration | Until full tribute is paid |
You surround yourself with supernatural splendor, appearing to be a god or similarly majestic being. You choose the aspects of your new majestic appearance.
This causes the targets to pay tribute to you by bowing or using some other action in keeping with your appearance.
Paying tribute is a action or action, as chosen by the creature paying tribute.
A creature under this effect must pay tribute to you at least once on each of its turns if possible.
The number of times a target must do this depends on the result of their Will save.
While affected by this spell, a creature is Fascinated by you and can’t use Hostile Actions against you.
The target is then temporarily immune for 1 minute.
| Critical Success | The target is unaffected. |
|---|---|
| Success | The target must pay tribute twice. |
| Failure | The target must pay tribute six times. |
| Critical Failure | As failure, and the target must spend all its actions paying tribute if possible. |
| Auditory | This works only against creatures that can hear it and are not Deafened. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Divine | This spell can be identified using Religion. |
| Incapacitation | This has reduced effect against creatures of higher level. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Mental | This won't work on objects or Mindless creatures, and maybe not Swarm Minds. |
| Occult | This spell can be identified using Occultism. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
| Visual | This works only against creatures that can see it and are not Blinded. |
Palming a small, unattended object without being noticed requires you to roll a single Thievery check against the Perception DCs of all creatures who are currently observing you.
You take the object whether or not you successfully conceal that you did so.
You can typically only Palm Objects of negligible Bulk, though the GM might determine otherwise depending on the situation.
| Critical Success | |
|---|---|
| Success | The creature does not notice you Palming the Object. |
| Failure | The creature notices you Palming the Object, and the GM determines the creature’s response. |
| Critical Failure |
| Actions | 1 |
|---|---|
| Free Hands | |
| Skill | Thievery |
| Defense | Perception |
| Tool | |
| Sub-actions |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
|---|
| Pickpocket | Palm an Object | Removes -5 penalty for guarded objects. |
|---|---|---|
| Subtle Theft | Palm an Object | Palming an object doesn't end a diversion. |
| Thievery | Palm an Object | |
| Dexterity | Thievery | Key ability for this skill. |
| Clumsy | Dexterity | Gives status penalty to Dexterity equal to condition value. |
| Frightened | Dexterity | Reduces all checks and DCs. |
| Sickened | Dexterity | Reduces Dexterity by the condition value. |
| Mariner's Curse | Sickened | Can prevent recovering from sickened while curse persists. |
| Level | 3 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | 30 feet |
| Area | |
| Target | 1 creature |
| Save | Will |
| Duration | Varies |
You block the target’s motor impulses before they can leave its mind, threatening to freeze the target in place.
The target must attempt a Will save.
Heightened (7th) You can target up to 10 creatures.
| Critical Success | The target is unaffected. |
|---|---|
| Success | The target is Stunned 1. |
| Failure | The target is Paralyzed for 1 round. |
| Critical Failure | The target is Paralyzed for 4 rounds. At the end of each of its turn, it can attempt a new Will save to reduce the remaining duration by 1 round, or end it entirely on a critical success. |
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Incapacitation | This has reduced effect against creatures of higher level. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Mental | This won't work on objects or Mindless creatures, and maybe not Swarm Minds. |
| Occult | This spell can be identified using Occultism. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
Your body is frozen in place.
You have the Flat-Footed condition and can’t act except to Recall Knowledge and use actions that require only the use of your mind (as determined by the GM).
Your senses still function, but only in the areas you can perceive without moving your body, so you can’t Seek while paralyzed.
| Level | 2 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | 30 feet |
| Area | |
| Target | 1 creature |
| Save | Will |
| Duration | 1 minute |
You cause the target to see all other creatures as dire threats.
The target is stricken by intense paranoia toward all creatures around it and must attempt a Will save.
Heightened (6th) You can target up to 5 creatures.
| Critical Success | The target is unaffected. |
|---|---|
| Success | The target believes everyone it sees is a potential threat. It becomes Unfriendly to all creatures to which it wasn’t already Hostile, even those that were previously allies. It treats no one as an ally. The spell ends after 1 round. |
| Failure | As success, but the effect lasts 1 minute. |
| Critical Failure | As failure, except the target believes that everyone it sees is a mortal enemy. It uses its reactions and free actions against everyone, regardless of whether they were previously its allies, as determined by the GM. It otherwise acts as rationally as it normally does and likely prefers to attack creatures that are actively attacking or hindering it over those leaving it alone. |
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
|---|---|
| Illusion | It may be possible to disbelieve this with Perception vs its DC. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Mental | This won't work on objects or Mindless creatures, and maybe not Swarm Minds. |
| Occult | This spell can be identified using Occultism. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
This weapon can be used defensively to block attacks.
While wielding this weapon, if your proficiency with it is trained or better, you can spend an Interact action to position your weapon defensively, gaining a +1 circumstance bonus to AC until the start of your next turn.
| Actions | 1 |
|---|---|
| Free Hands | |
| Skill | |
| Defense | |
| Tool | |
| Sub-actions | Interact |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
|---|
| Level | 1 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | |
| Area | |
| Target | |
| Save | |
| Duration | 1 hour |
You obscure the tracks you leave behind and make it harder for others to find you.
The DC of checks to Track you gains a +4 status bonus or is equal to your spell DC, whichever results in a higher DC.
You can benefit from only one pass without trace spell at a time.
Heightened (2nd) The duration increases to 8 hours.
Heightened (4th) The duration increases to 8 hours. The spell has a range of 20 feet and an area of a 20-foot-emanation, affecting up to 10 creatures of your choice within that area.
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
|---|---|
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Primal | This spell can be identified using Nature. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
| Level | 5 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | Touch |
| Area | |
| Target | 5-foot-wide, 10-foot-tall, 10-foot-deep section of wooden, plaster, or stone wall |
| Save | |
| Duration | 1 hour |
You create a visible tunnel through the wall in the chosen area, replacing the area with empty space.
If the wall is thicker than 10 feet, the tunnel ends 10 feet in.
Even a small layer of metal in the wall prevents this spell from functioning.
This spell doesn’t reduce the integrity of the structure.
When the spell ends, anyone inside the tunnel is shunted to the nearest exit.
Heightened (7th) The tunnel can be up to 20 feet deep. The areas of the wall that contain your tunnel’s entrance appear completely normal (unless viewed with True Seeing or a similar effect), despite the tunnel’s existence. The tunnel’s entrance functions as a solid wall, but you can specify a password or a Trigger, allowing creatures to enter the tunnel freely.
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Primal | This spell can be identified using Nature. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Uncommon | You can't normally gain this by character advancement. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
Implied by Overwhelming Presence.
Paying tribute is a action or action, as chosen by the creature paying tribute.
| Actions | 1 |
|---|---|
| Free Hands | |
| Skill | |
| Defense | |
| Tool | |
| Sub-actions |
Perception isn't a skill, but it behaves like one with a key ability of Wisdom.
| Discern Lies | Perception | Gives a circumstance bonus to detect lies. |
|---|---|---|
| Glibness | Perception | Gives +4 status to DCs to sense lies. |
| Wisdom | Perception | Key ability. |
| Frightened | Wisdom | Reduces all checks and DCs. |
| Sickened | Wisdom | Reduces Wisdom by the condition value. |
| Mariner's Curse | Sickened | Can prevent recovering from sickened while curse persists. |
| Stupefied | Wisdom | Gives status penalty of condition value. |
You have perfected the formulas for bombs that impede your enemies.
When you use Debilitating Bomb, your target avoids the condition the bomb imposes only if it critically succeeds at its saving throw.
| Feat Type | Class |
|---|---|
| Level | 18 |
| Class | Alchemist |
You have enhanced the formulas for your mutagens, aligning them perfectly to your physiology.
When under the effect of a you crafted, you do not suffer its drawback.
| Feat Type | Class |
|---|---|
| Level | 20 |
| Class | Alchemist |
When making a brief performance—one song, a quick dance, or a few jokes—you use the Perform action with the Performance skill.
This action is most useful when you want to prove your capability or impress someone quickly.
Performing rarely has an impact on its own, but it might influence the DCs of subsequent Diplomacy checks against the observers—or even change their attitudes — if the GM sees fit.
If you have Fascinating Performance, you can use Perform to inflict the Fascinated condition on an observer by beating their Will DC.
Performing gains additional traits based on the type of performance you do, as follows:
| Performance | Additional Traits |
|---|---|
| Act or perform comedy | Auditory, Linguistic, and Visual |
| Dance | Move and Visual |
| Play an instrument | Auditory and Manipulate |
| Orate or sing | Auditory and Linguistic |
| Critical Success | Your performance impresses the observers, and they’re likely to share stories of your ability. |
|---|---|
| Success | You prove yourself, and observers appreciate the quality of your performance. |
| Failure | Your performance falls flat. |
| Critical Failure | You demonstrate only incompetence. |
| Actions | 1 |
|---|---|
| Free Hands | |
| Skill | Performance |
| Defense | |
| Tool | |
| Sub-actions |
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
|---|
| Fascinating Performance | Perform | You can Fascinate a target by performing for them. |
|---|---|---|
| Virtuosic Performer | Perform | Gives +1/+2 with your preferred performance. |
| Performance | Perform | |
| Charisma | Performance | Key ability for this skill. |
| Frightened | Charisma | Reduces all checks and DCs. |
| Sickened | Charisma | Reduces Charisma by the condition value. |
| Mariner's Curse | Sickened | Can prevent recovering from sickened while curse persists. |
| Stupefied | Charisma | Gives status penalty of condition value. |
Key Ability Charisma.
You are skilled at a form of performance, using your talents to impress a crowd or make a living.
Some performances require you to be more than just charismatic, and if you don’t meet the demands of the art form or the audience, the GM might apply a penalty based on the relevant ability score. For example, if you’re dancing and have a negative Dexterity modifier, you might take a penalty to your attempt at dancing. Likewise, if you are orating and have a negative Intelligence modifier, you might have to hope your raw Charisma can overcome the penalties from your intellectual shortcomings—or ask someone to help write your speeches!
When you use an action that utilizes the Performance skill, it gains one or more traits relevant to the type of performance. The GM might change these depending on the circumstances, but the most common performance based traits are listed below.
| Performance | Additional Traits |
|---|---|
| Act or perform comedy | Auditory, Linguistic, and Visual |
| Dance | Move and Visual |
| Play an instrument | Auditory and Manipulate |
| Orate or sing | Auditory and Linguistic |
Actions for this skill:
Feats for this skill:
| Charisma | Performance | Key ability for this skill. |
|---|---|---|
| Frightened | Charisma | Reduces all checks and DCs. |
| Sickened | Charisma | Reduces Charisma by the condition value. |
| Mariner's Curse | Sickened | Can prevent recovering from sickened while curse persists. |
| Stupefied | Charisma | Gives status penalty of condition value. |
| Performance | Additional Traits |
|---|---|
| Act or perform comedy | Auditory, Linguistic, and Visual |
| Dance | Move and Visual |
| Play an instrument | Auditory and Manipulate |
| Orate or sing | Auditory and Linguistic |
You have learned how to create perpetual alchemical infusions that can provide a near-infinite supply of certain simple items.
You gain the ability to create two 1st-level alchemical items using Quick Alchemy without spending a batch of infused reagents. The items you can select depend on your research field and must be in your formula book.
Bomber: Choose two of the following formulas: Lesser Acid Flask, Lesser Alchemist’s Fire, Lesser Bottled Lightning, Lesser Liquid Ice, Lesser Tanglefoot Bag, Lesser Thunderstone.
Chirurgeon: Lesser Antidote and Lesser Antiplague.
Mutagenist: Choose two of the following formulas: Lesser Bestial Mutagen, Lesser Bullheaded Mutagen, Lesser Cognitive Mutagen, Lesser Juggernaut Mutagen, Lesser Silvertongue Mutagen, Lesser Quicksilver Mutagen.
Persistent damage comes from effects like acid, being on fire, or many other situations.
It appears as “X persistent [type] damage,” where “X” is the amount of damage dealt and “[type]” is the damage type.
Instead of taking persistent damage immediately, you take it at the end of each of your turns as long as you have the condition, rolling any damage dice anew each time.
After you take persistent damage, roll a DC 15 flat check to see if you recover from the persistent damage. If you succeed, the condition ends.
Persistent damage runs its course and automatically ends after a certain amount of time as fire burns out, blood clots, and the like. The GM determines when this occurs, but it usually takes 1 minute.
Immunities, resistances, and weaknesses all apply to persistent damage. If an effect deals initial damage in addition to persistent damage, apply immunities, resistances, and weaknesses separately to the initial damage and to the persistent damage.
Usually, if an effect negates the initial damage, it also negates the persistent damage, such as with a slashing weapon that also deals persistent bleed damage because it cut you. The GM might rule otherwise in some situations.
You can be simultaneously affected by multiple persistent damage conditions so long as they have different damage types.
If you would gain more than one persistent damage condition with the same damage type, the higher amount of damage overrides the lower amount.
The damage you take from persistent damage occurs all at once, so if something triggers when you take damage, it triggers only once; for example, if you’re dying with several types of persistent damage, the persistent damage increases your dying condition only once.
Can be mitigated by Assist Recovery.
Prerequisites Extend Elixir.
You’ve trained your physical form to remain stable within the a given altered state.
Once per day, when you consume an alchemical item with the and traits that you have crafted, you can retain its effects until the next time you make your daily preparations instead of its normal duration.
| Feat Type | Class |
|---|---|
| Level | 16 |
| Class | Alchemist |
| Level | 1 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | |
| Area | |
| Target | You |
| Save | |
| Duration | 10 minutes |
You transform into a the battle form of a Tiny animal, such as a cat, insect, lizard, or rat.
You can decide the specific type of animal (such as a rat or praying mantis), but this has no effect on the form’s Size or statistics.
While in this form, you gain the trait.
You can Dismiss the spell.
The special statistics of a battle form can be adjusted only by circumstance bonuses, status bonuses, and penalties.
You can't cast spells, speak, or use Manipulate actions that require hands in your battle form.
Your gear is absorbed into you; the constant abilities of your gear still function, but you can’t activate any items.
You gain the following statistics and abilities:
Heightened (4th) You can turn into a flying creature, such as a bird, which grants you a fly Speed of 20 feet.
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Primal | This spell can be identified using Nature. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
You have been turned to stone.
You can’t act, nor can you sense anything.
You become an object with a Bulk double your normal Bulk (typically 12 for a petrified Medium creature or 6 for a petrified Small creature), AC 9, Hardness 8, and the same current Hit Points you had when alive. You don’t have a Broken Threshold.
When you’re turned back into flesh, you have the same number of Hit Points you had as a statue.
If the statue is destroyed, you immediately die.
While petrified, your mind and body are in stasis, so you don’t age or notice the passing of time
| Level | 6 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | 500 feet |
| Area | 30-foot Burst |
| Target | |
| Save | Will |
| Duration |
A vision of apocalyptic destruction fills the mind of each creature in the area.
The vision deals 11d6 mental damage (basic Will save).
On a critical failure, the creature must also succeed at a Reflex save or believe it’s trapped (stuck in a fissure, adrift at sea, or some other fate in keeping with its vision).
If it fails the second save, it’s also Stunned for 1 minute. It can attempt a new Will save at the end of each of its turns, and on a success, it disbelieves the illusion and recovers from the stunned condition.
Heightened (+1) The damage increases by 2d6.
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Illusion | It may be possible to disbelieve this with Perception vs its DC. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Mental | This won't work on objects or Mindless creatures, and maybe not Swarm Minds. |
| Occult | This spell can be identified using Occultism. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
| Level | 4 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | 120 feet |
| Area | |
| Target | 1 living creature |
| Save | Will |
| Duration |
You create a phantasmal image of the most fearsome creature imaginable to the target.
Only the spell’s target can see the killer, though you can see the vague shape of the illusion as it races forth to attack.
The effect of the killer is based on the outcome of the target’s Will save.
Heightened (+1) The damage increases by 2d6 on a failure and by 3d6 on a critical failure.
| Critical Success | The target is unaffected. |
|---|---|
| Success | The target takes 4d6 mental damage and is Frightened 1. |
| Failure | The target takes 8d6 mental damage and is Frightened 2. |
| Critical Failure | The target is so afraid it might due. It must attempt a Fortitude save; if the target fails, it dies. On a successful Fortitude save, the target takes 12d6 mental damage, is fleeing until the end of its next turn, and is Frightened 4. This effect has the trait. |
The Incapacitation trait on the Fortitude save means that a creature higher level than you is only scared to death on a critical failure.
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Emotion | This won't work on creatures with mechanical or artificial intillegence. |
| Illusion | It may be possible to disbelieve this with Perception vs its DC. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Mental | This won't work on objects or Mindless creatures, and maybe not Swarm Minds. |
| Occult | This spell can be identified using Occultism. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
| Level | 1 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | 30 feet |
| Area | |
| Target | 1 creature |
| Save | Will |
| Duration | 1 minute |
Illusory pain wracks the target, dealing 2d4 mental damage and 1d4 persistent mental damage. The target must attempt a Will save.
Heightened (+1) The damage increases by 2d4 and the persistent damage by 1d4.
| Critical Success | The target is unaffected. |
|---|---|
| Success | The target takes full initial damage but no persistent damage, and the spell ends immediately. |
| Failure | The target takes full initial and persistent damage, and the target is Sickened 1. If the target recovers from being sickened, the persistent damage ends and the spell ends. |
| Critical Failure | As failure, but the target is sickened 2. |
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
|---|---|
| Illusion | It may be possible to disbelieve this with Perception vs its DC. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Mental | This won't work on objects or Mindless creatures, and maybe not Swarm Minds. |
| Occult | This spell can be identified using Occultism. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
| Level | 2 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | 10 minutes |
| Range | 30 feet |
| Area | |
| Target | |
| Save | |
| Duration | 8 hours |
You conjure a Large, magical, equine creature that only you (or another Medium or Small creature you choose) can ride.
The horse is clearly phantasmal in nature, has 20 AC and 10 Hit Points, and automatically fails all saves.
If it’s reduced to 0 Hit Points, it disappears and the spell ends.
The steed has a Speed of 40 feet and can hold its rider’s body weight, plus 20 Bulk.
Heightened (4th) The steed has a Speed of 60 feet, can walk on water, and ignores areas of natural Difficult Terrain.
Heightened (5th) The steed has a Speed of 60 feet, can walk on water, and ignores areas of natural difficult terrain. It can also Air Walk but must end its turn on solid ground or fall.
Heightened (6th) The steed can walk or fly at a Speed of 80 feet, can walk on water, and ignores natural difficult terrain.
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Occult | This spell can be identified using Occultism. |
| Primal | This spell can be identified using Nature. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
An alchemist with the Craft Philosopher’s Stone feat can create a philosopher’s stone once per month by spending 1 batch of infused reagents during their daily preparations using the Advanced Alchemy class feature. This is the only way to create a philosopher’s stone.
At a glance, a philosopher’s stone appears to be an ordinary, sooty piece of natural rock.
Breaking the rock open with a Force Open action (DC 35) reveals a cavity at the stone’s heart. The cavity is lined with a rare type of quicksilver that can transmute base metals into precious metals or create an Elixir of Rejuvenation.
To use the quicksilver, you must be legendary in Crafting and have the Alchemical Crafting feat.
You can then use the stone’s quicksilver for one of two effects:
| Uncommon | You can't normally gain this by character advancement. |
|---|
Requirements You have Thieves’ Tools.
Opening a lock without a key is very similar to Disabling a Device, but the DC of the Thievery check is determined by the complexity and construction of the lock you are attempting to pick.
Locks of higher qualities might require multiple successes to unlock, since otherwise even an unskilled burglar could easily crack the lock by attempting the check until they rolled a natural 20.
If you lack the proper tools, the GM might let you used improvised picks, which are treated as Shoddy tools, depending on the specifics of the lock.
| Critical Success | You unlock the lock, or you achieve two successes toward opening a complex lock. You leave no trace of your tampering. |
|---|---|
| Success | You open the lock, or you achieve one success toward opening a complex lock. |
| Failure | |
| Critical Failure | You break your tools. Fixing them requires using Crafting to Repair them or else swapping in replacement picks (costing 3 sp, or 3 gp for Infiltrator Thieves’ Tools. |
| Actions | 2 |
|---|---|
| Free Hands | |
| Skill | Thievery |
| Defense | |
| Tool | Thieves' Tools |
| Sub-actions |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
|---|---|
| Trained | You must be trained in the relevant skill to use this. Having Untrained Improvisation is not sufficient. |
| Quick Unlock | Pick a Lock | Becomes 1 action. |
|---|---|---|
| Thievery | Pick a Lock | |
| Dexterity | Thievery | Key ability for this skill. |
| Clumsy | Dexterity | Gives status penalty to Dexterity equal to condition value. |
| Frightened | Dexterity | Reduces all checks and DCs. |
| Sickened | Dexterity | Reduces Dexterity by the condition value. |
| Mariner's Curse | Sickened | Can prevent recovering from sickened while curse persists. |
Prerequisites Trained in Thievery.
You can Steal or Palm an Object that’s closely guarded, such as in a pocket, without taking the –5 penalty.
You can’t steal objects that would be extremely noticeable or time consuming to remove (like worn shoes or armor or actively wielded objects).
If you’re a master in Thievery, you can attempt to Steal from a creature in combat or otherwise on guard. When doing so, Stealing requires 2 manipulate actions instead of 1, and you take a –5 penalty.
| Feat Type | Skill |
|---|---|
| Level | 1 |
| Skill | Thievery |
| Requirement | T |
Prerequisites Master in Survival.
You can Subsist using Survival on different planes, even those without resources or natural phenomena you normally need. For instance, you can forage for food even if the plane lacks food that could normally sustain you.
A success on your check to Subsist can also reduce the damage dealt by the plane, at the GM’s discretion.
| Feat Type | Skill |
|---|---|
| Level | 7 |
| Skill | Survival |
| Requirement | M |
| Level | 7 |
|---|---|
| Components | Material Somatic Verbal |
| Cast Time | 10 minutes |
| Range | |
| Area | |
| Target | 1 willing creature, or up to 8 willing creatures joining hands |
| Save | |
| Duration |
You and your allies traverse the barriers between planes of existence.
The targets move to another plane, such as the Plane of Fire, the Shadow Plane, or the Abyss.
You must have specific knowledge of the destination plane and use a magic tuning fork created from material from that plane as a focus for the spell. While the tuning forks for most prominent planes are , just like the spell Plane Shift, more obscure planes and demiplanes often have tuning forks.
The spell is highly imprecise, and you appear 1d20×25 miles from the last place one of the targets (of your choice) was located the last time that target traveled to the plane. If it’s the first time traveling to a particular plane for all targets, you appear at a random location on the plane.
Plane shift doesn’t provide a means of return travel, though casting plane shift again allows you to return to your previous plane unless there are extenuating circumstances.
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Divine | This spell can be identified using Religion. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Material | You must have a free hand to take out components to cast this spell. |
| Occult | This spell can be identified using Occultism. |
| Primal | This spell can be identified using Nature. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Uncommon | You can't normally gain this by character advancement. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
| Level | 5 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | |
| Area | |
| Target | |
| Save | |
| Duration | 1 minute |
Taking inspiration from verdant creatures, you transform into a Large plant battle form.
You must have space to expand into or the spell is lost.
When you cast this spell, choose arboreal, flytrap, or shambler. You can substitute a similar specific plant to turn into (such as a pitcher plant instead of a flytrap), but this has no effect on the form’s Size or statistics.
While in this form, you gain the trait.
You can Dismiss the spell.
The special statistics of a battle form can be adjusted only by circumstance bonuses, status bonuses, and penalties.
You can't cast spells, speak, or use Manipulate actions that require hands in your battle form.
Your gear is absorbed into you; the constant abilities of your gear still function, but you can’t activate any items.
You gain the following statistics and abilities regardless of which battle form you choose:
You also gain specific abilities based on the type of plant you choose:
Heightened (6th) Your battle form is Huge, and the reach of your attacks increases by 5 feet. You instead gain AC = 22 + your level, 24 temporary HP, attack modifier +21, damage bonus +16, and Athletics +22.
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
|---|---|
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Primal | This spell can be identified using Nature. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
Requirements A creature is undetected by one or more of your allies but isn’t undetected by you.
You indicate a creature that you can see to one or more allies, gesturing in a direction and describing the distance verbally.
That creature is Hidden to your allies, rather than Undetected.
This works only for allies who can see you and are in a position where they could potentially detect the target.
If your allies can’t hear or understand you, they must succeed at a Perception check against the creature’s Stealth DC or they misunderstand and believe the target is in a different location.
| Actions | 1 |
|---|---|
| Free Hands | |
| Skill | |
| Defense | |
| Tool | |
| Sub-actions |
| Auditory | This works only against creatures that can hear it and are not Deafened. |
|---|---|
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Visual | This works only against creatures that can see it and are not Blinded. |
Poisons are a form of Affliction.
Unlike other forms of Affliction, poison has an effect if you are re-exposed to the same poison while already under its effects. Failing a save against a re-exposure increases the stage by 1, or 2 on a critical failure. It does not extend the maximum duration.
| Fast Recovery | Poison | Increases the effectiveness of saves. |
|---|
Repeated exposure to toxic reagents has fortified your body against poisons of all kinds.
You gain resistance equal to half your level, and you gain a +1 status bonus to saving throws against poisons.
| Feat Type | Class |
|---|---|
| Level | 2 |
| Class | Alchemist |
| Level | 8 |
|---|---|
| Components | |
| Cast Time | |
| Range | 120 feet |
| Area | |
| Target | 1 creature or object |
| Save | |
| Duration |
You fire a blue-white ray of freezing air and swirling sleet from your finger that can chill your target to the bones.
You must succeed at a spell attack roll to affect the target, which then takes 10d8 cold damage and is Drained 2.
Heightened (+1) The damage increases by 2d8.
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Primal | This spell can be identified using Nature. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
These effects transform the target into a new form.
A target can’t be under the effect of more than one polymorph effect at a time.
If it comes under the effect of a second polymorph effect, the second polymorph effect attempts to Counteract the first. If it succeeds, it takes effect, and if it fails, the spell has no effect on that target.
Any Strikes specifically granted by a polymorph effect are Magical.
Unless otherwise stated, polymorph spells don’t allow the target to take on the appearance of a specific individual creature, but rather just a generic creature of a general type or ancestry.
If you take on a battle form with a polymorph spell, the special statistics can be adjusted only by circumstance bonuses, status bonuses, and penalties. Unless otherwise noted, the battle form prevents you from casting spells, speaking, and using most manipulate actions that require hands. (If there’s doubt about whether you can use an action, the GM decides.)
Your gear is absorbed into you; the constant abilities of your gear still function, but you can’t activate any items.
| Level | 7 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | 30 feet |
| Area | |
| Target | 1 living creature |
| Save | Will |
| Duration | 1 minute |
You send your mind and soul into the target’s body, attempting to take control.
The target must attempt a Will save. You can choose to use the effects of a degree of success more favorable to the target if you prefer.
While you’re possessing a target, your own body is Unconscious and can’t wake up normally.
You can sense everything the possessed target does.
You can Dismiss this spell.
If the possessed body dies, the spell ends and you must succeed at a Fortitude save against your spell DC or be Paralyzed for 1 hour, or 24 hours on a critical failure.
If the spell ends during an encounter, you act just before the possessed creature’s initiative count.
Heightened (9th) The duration is 10 minutes, and you can physically enter the creature’s body, protecting your physical body while the spell lasts.
| Critical Success | The target is unaffected. |
|---|---|
| Success | You possess the target but can’t control it. You ride along in the body while the spell lasts. |
| Failure | You possess the target and take partial control of it. You no longer have a separate turn; instead, you might control the target. At the start of each of the target’s turns, it attempts another Will save. If it fails, it’s Controlled by you on that turn; if it succeeds, it chooses its own actions; and if it critically succeeds, it forces you out and the spell ends. |
| Critical Failure | You possess the target fully, and it can only watch as you manipulate it like a puppet. The target is Controlled by you. |
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
|---|---|
| Incapacitation | This has reduced effect against creatures of higher level. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Mental | This won't work on objects or Mindless creatures, and maybe not Swarm Minds. |
| Occult | This spell can be identified using Occultism. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Uncommon | You can't normally gain this by character advancement. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
Prerequisite Powerful Alchemy.
By concentrating your poisons’ toxic components, you make them harder for victims to resist.
When you craft an alchemical item with the trait by any means, the DC is increased by up to 4, to a maximum of your class DC.
| Feat Type | Class |
|---|---|
| Level | 10 |
| Class | Alchemist |
| Level | 7 |
|---|---|
| Components | Verbal |
| Cast Time | |
| Range | 30 feet |
| Area | |
| Target | 1 creature |
| Save | |
| Duration | Varies |
You utter an arcane word of power that can make the target blinded upon hearing it.
Once targeted, the target is then temporarily immune for 10 minutes.
The effect of the spell depends on the target’s level.
Heightened (+1) The levels at which each outcome applies increase by 2.
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Auditory | This works only against creatures that can hear it and are not Deafened. |
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Mental | This won't work on objects or Mindless creatures, and maybe not Swarm Minds. |
| Uncommon | You can't normally gain this by character advancement. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
| Level | 9 |
|---|---|
| Components | Verbal |
| Cast Time | |
| Range | 30 feet |
| Area | |
| Target | 1 creature |
| Save | |
| Duration | Varies |
You utter the most powerful arcane word of power.
Once targeted, the target is then temporarily immune for 10 minutes.
The effect of the spell depends on the target’s level.
Heightened (10th) The levels at which each outcome applies increase by 2.
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Auditory | This works only against creatures that can hear it and are not Deafened. |
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Mental | This won't work on objects or Mindless creatures, and maybe not Swarm Minds. |
| Uncommon | You can't normally gain this by character advancement. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
| Level | 8 |
|---|---|
| Components | Verbal |
| Cast Time | |
| Range | 30 feet |
| Area | |
| Target | 1 creature |
| Save | |
| Duration | Varies |
You stun the target with an arcane word of power.
Once targeted, the target is then temporarily immune for 10 minutes.
The effect of the spell depends on the target’s level.
Heightened (+1) The levels at which each outcome applies increase by 2.
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Auditory | This works only against creatures that can hear it and are not Deafened. |
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Mental | This won't work on objects or Mindless creatures, and maybe not Swarm Minds. |
| Uncommon | You can't normally gain this by character advancement. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
Alchemical items you create on the fly are particularly potent.
When you use Quick Alchemy to create an alchemical item that allows a saving throw, you can change its DC to your class DC.
| Feat Type | Class |
|---|---|
| Level | 8 |
| Class | Alchemist |
Prerequisites Expert in Athletics.
When you Leap, you can jump 5 feet up with a vertical Leap.
You increase the distance you can jump horizontally by 5 feet.
| Feat Type | Skill |
|---|---|
| Level | 2 |
| Skill | Athletics |
| Requirement | E |
Prediction effects give information about what might happen in the future.
Actions with this trait allow you to follow up earlier attacks.
An action with the press trait can be used only if you are currently affected by a Multiple Attack Penalty.
Some actions with the press trait also grant an effect on a failure. The effects that are added on a failure don’t apply on a critical failure.
If your press action succeeds, you can choose to apply the failure effect instead. (For example, you may wish to do this when an attack deals no damage due to resistance.)
Because a press action requires a multiple attack penalty, you can’t use one when it’s not your turn, even if you use the Ready activity.
| Level | 1 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | 10 feet |
| Area | |
| Target | 1 object |
| Save | |
| Duration | Sustained |
The simplest magic does your bidding.
You can perform simple magical effects for as long as you Sustain the Spell.
Each time you Sustain the Spell, you can choose one of four options.
You can affect an object of 1 Bulk with 10 rounds of concentration, and a larger object with 1 minute per Bulk.
Prestidigitation can’t deal damage or cause adverse conditions.
Any actual change to an object (beyond what is noted above) persists only as long as you Sustain the Spell.
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Divine | This spell can be identified using Religion. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Occult | This spell can be identified using Occultism. |
| Primal | This spell can be identified using Nature. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
An instinctual connection to and faith in the world, the cycle of day and night, the turning of the seasons, and the natural selection of predator and prey drive the primal tradition.
Druids are the most iconic primal spellcasters, calling upon the magic of nature through deep faith and a connection to the plants and animals around them, and primal Sorcerers call upon their fey or beast blood to harness the same natural energies.
| Level | 10 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | 30 feet |
| Area | |
| Target | You and up to 5 Willing targets |
| Save | |
| Duration | 1 minute |
Summoning the power of the natural world, you transform the targets into a herd of mammoths, and they each assume a Huge battle form.
Each target must have enough space to expand into or the spell fails for that target.
Each target gains the trait.
Each target can Dismiss the spell’s effects on themself.
The special statistics of a battle form can be adjusted only by circumstance bonuses, status bonuses, and penalties.
You can't cast spells, speak, or use Manipulate actions that require hands in your battle form.
Your gear is absorbed into you; the constant abilities of your gear still function, but you can’t activate any items.
Each target gains the following while transformed:
Melee tusk (reach 15 feet), Damage 4d8+19 piercing;
Melee trunk (agile, reach 15 feet), Damage 4d6+16 bludgeoning;
Melee foot (agile, reach 15 feet), Damage 4d6+13 bludgeoning.
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
|---|---|
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Primal | This spell can be identified using Nature. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
| Level | 10 |
|---|---|
| Components | Material Somatic Verbal |
| Cast Time | |
| Range | |
| Area | |
| Target | |
| Save | |
| Duration |
You request a direct intercession from the natural world.
Nature always refuses unnatural requests and might grant a different request (potentially more powerful or better fitting its character) than the one you asked for.
A primal phenomenon spell can do any of the following things.
At the GM’s discretion, you can try to use primal phenomenon to produce greater effects than these, but doing so may be dangerous, or the spell may have only a partial effect.
Primal spells that can be duplicated: Acid Arrow, Acid Splash, Aerial Form, Air Bubble, Air Walk, Alarm, Animal Form, Animal Messenger, Animal Vision, Ant Haul, Banishment, Barkskin, Burning Hands, Chain Lightning, Charm, Cloudkill, Cone of Cold, Continual Flame, Control Water, Create Food, Create Water, Creation, Dancing Lights, Darkness, Darkvision, Deafness, Death Ward, Detect Magic, Detect Poison, Dinosaur Form, Disjunction, Dispel Magic, Disrupt Undead, Dragon Form, Earthbind, Earthquake, Eclipse Burst, Electric Arc, Elemental Form, Endure Elements, Energy Aegis, Enhance Victuals, Enlarge, Entangle, Faerie Fire, Fear, Feather Fall, Feet to Fins, Field of Life, Fiery Body, Finger of Death, Fire Seeds, Fire Shield, Fireball, Flaming Sphere, Fleet Step, Flesh to Stone, Floating Disk, Fly (Spell), Freedom of Movement, Gaseous Form, Gentle Repose, Glitterdust, Glyph of Warding, Goblin Pox, Grease, Gust of Wind, Hallucinatory Terrain, Haste, Heal, Horrid Wilting, Humanoid Form, Hydraulic Torrent, Implosion, Insect Form, Jump, Know Direction, Light, Lightning Bolt, Longstrider, Magic Fang, Mariner's Curse, Mask of Terror, Massacre, Meld into Stone, Mending, Meteor Swarm, Moment of Renewal, Monstrosity Form, Moon Frenzy, Nature's Enmity, Negate Aroma, Nondetection, Obscuring Mist, Pass Without Trace, Passwall, Pest Form, Phantom Steed, Plane Shift, Plant Form, Polar Ray, Prestigitation,
Non-Primal spells that can be duplicated: Abyssal Plague, Anathematic Reprisal, Augury, Baleful Polymorph, Bane, Bind Undead, Black Tentacles, Blade Barrier, Bless, Blink, Blur, Breath of Life, Calm Emotions, Chill Touch, Chilling Darkness, Chromatic Wall, Circle of Protection, Clairaudience, Clairvoyance, Cloak of Colors, Collective Transposition, Color Spray, Command, Comprehend Language, Confusion, Contingency, Crisis of Faith, Crushing Despair, Daze, Death Knell, Detect Alignment, Detect Scrying, Dimension Door, Dimensional Anchor, Dimensional Lock, Discern Lies, Disintegrate, Disrupting Weapons, Divine Decree, Divine Lance, Divine Vessel, Divine Wrath, Dominate, Dream Message, Dreaming Potential, Drop Dead, Duplicate Foe, Enthrall, Ethereal Jaunt, False Life, False Vision, Feeblemind, Flame Strike, Forbidding Ward, Ghost Sound, Ghostly Weapon, Ghoulish Cravings, Glibness, Globe of Invulnerability, Grim Tendrils, Hallucination, Harm, Heroism, Hideous Laughter, Holy Cascade, Hypercognition, Hypnotic Pattern, Illusory Creature, Illusory Disguise, Illusory Object, Invisibility Sphere, Invisibility, Item Facade, Knock, Levitate, Locate, Lock, Mage Armor, Mage Hand, Magic Aura, Magic Missile, Magic Mouth, Magic Weapon, Magnificent Mansion, Message, Mind Probe, Mind Reading, Mindlink, Mirror Image, Misdirection, Mislead, Modify Memory, Nightmare, Outcast's Curse, Paranoia, Phantasmal Calamity, Phantasmal Killer, Phantom Pain, Possession (Spell), Power Word Blind, Prismatic Spray, Private Sanctum,
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
|---|---|
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Material | You must have a free hand to take out components to cast this spell. |
| Primal | This spell can be identified using Nature. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
| Level | 9 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | |
| Area | 10-foot Burst |
| Target | |
| Save | |
| Duration | 1 hour |
You create a seven-layered sphere to protect an area.
This multicolored sphere functions like a Prismatic Wall but is shaped in a 10-foot Burst centered on a corner of your space.
You must form the sphere in an unbroken open space so its edges don’t pass through any creatures or objects, or the spell is lost.
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Occult | This spell can be identified using Occultism. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
| Level | 7 |
|---|---|
| Components | Somatic Verbal |
| Cast Time | |
| Range | |
| Area | 30 foot Cone |
| Target | |
| Save | |
| Duration |
A spray of rainbow light beams cascades from your open hand.
Each creature in the area must roll 1d8 on the table below to see which beam affects it, then attempt a saving throw of the indicated type.
The table notes any additional traits that apply to each type of ray.
If a creature is struck by multiple beams, it uses the same d20 result for all its saving throws.
For all rays, a successful saving throw negates the effect for that creature.
| 1d8 | Color | Save | Effect (Traits) |
|---|---|---|---|
| 1 | Red | Reflex | 50 damage |
| 2 | Orange | Reflex | 60 damage |
| 3 | Yellow | Reflex | 70 damage |
| 4 | Green | Fortitude | 30 damage and Enfeebled 1 for 1 minute |
| 5 | Blue | Fortitude | Affected as if by Flesh to Stone |
| 6 | Indigo | Will | Confused, as the Warp Mind spell () |
| 7 | Violet | Will | Slowed 1 for 1 minute; if a critical failure, sent to another plane, as Plane Shift () |
| 8 | Potent beam | - | Affected by two beams—roll beam twice, rerolling any duplicates or results of 8. |
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Occult | This spell can be identified using Occultism. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
| Level | 8 |
|---|---|
| Components | Material Somatic Verbal |
| Cast Time | |
| Range | 120 feet |
| Area | |
| Target | |
| Save | |
| Duration | 1 hour |
You create an opaque wall of shimmering, multicolored light.
The wall is straight and vertical, stretching 60 feet long and 30 feet high.
You must form the wall in an unbroken open space so its edges don’t pass through any creatures or objects, or the spell is lost.
You can pass through the wall and ignore its effects. You can ignore the effects of passing through the wall, but it still blocks your spells, missiles, etc.
The wall sheds bright light out to 20 feet on each side (and dim light to the next 20 feet).
Creatures other than you that come into the wall’s light must attempt a Will save; they’re Dazzled for 1 round on a success, Blinded for 1 round on a failure, and blinded for 1 minute on a critical failure. They are then temporarily immune to the blinding effect for 1 hour.
A prismatic wall has seven different layers, each a different color. Red, orange, yellow, and green have the effect of a 5th-level Chromatic Wall spell of that color, and the others have the effect of a 7th-level chromatic wall spell of that color.
A creature that tries to pass through the wall must attempt a saving throw against each component wall. The effects take place simultaneously, so a creature turned to stone by the blue wall is still treated as a creature for the indigo and violet walls.
The wall as a whole is immune to counteracting effects of the wall’s level or lower; each color must be counteracted by its specific spell, as described in chromatic wall. This must be done in order (red, orange, yellow, green, blue, indigo, then violet). A given color can’t be affected until the previous color is counteracted. Counteracting a color wall removes that color’s effect from the wall, and counteracting them all ends prismatic wall.
The wall as a whole can still be counteracted with a counteracting effect higher than the wall's level.
You can Dismiss the spell.
The effects are as follows:
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Material | You must have a free hand to take out components to cast this spell. |
| Occult | This spell can be identified using Occultism. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
| Level | 4 |
|---|---|
| Components | Material Somatic Verbal |
| Cast Time | |
| Range | Touch |
| Area | 100 foot Burst |
| Target | |
| Save | |
| Duration | 24 hours |
From outside, the area looks like a bank of impenetrable black fog.
Sensory stimuli (such as sounds, smells, and light) don’t pass from inside the area to outside the area.
spells can’t perceive any stimuli from the area, and mind-reading effects don’t work in the area.
| Arcane | This spell can be identified using Arcana. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Material | You must have a free hand to take out components to cast this spell. |
| Occult | This spell can be identified using Occultism. |
| Somatic | You must normally be able to make gestures to cast this spell. |
| Uncommon | You can't normally gain this by character advancement. |
| Verbal | You must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath. |
You’re lying on the ground.
You are Flat-Footed and take a –2 circumstance penalty to attack rolls. (You aren't Flat-Footed while Prone if you have Nimble Crawl and are legendary in Acrobatics.)
The only actions you can use while you’re prone are Crawl and Stand.
Standing up ends the prone condition.
You can Take Cover while prone to hunker down and gain cover against ranged attacks, even if you don’t have an object to get behind, gaining a +4 circumstance bonus to AC against ranged attacks (but you remain flat-footed).
If you would be knocked prone while you’re Climbing or Flying, you Fall. You can’t be knocked prone when Swimming.
You can use an action to voluntarily Drop Prone.
You usually fall prone if knocked Unconscious.
You can Kip Up to stand as a free action. This isn't a Move action, so it doesn't break the rule above.
| Nimble Crawl | Prone | If legendary Acrobatics, not flat-footed while Prone |
|---|
You add half your Strength modifier (if positive) to damage rolls with a propulsive ranged weapon.
If you have a negative Strength modifier, you add your full Strength modifier instead (which will reduce the damage, because you are adding a negative number).
Requirements The monster’s last action was a success with a Strike that lists Push in its damage entry.
The monster automatically knocks the target away from the monster.
Unless otherwise noted in the ability description, the creature is pushed 5 feet.
If the attack was a critical hit, this distance is doubled.
| Actions | 1 |
|---|---|
| Free Hands | |
| Skill | |
| Defense | |
| Tool | |
| Sub-actions |
Cost 1 batch of Infused Reagents
Requirements Alchemist's Tools, the formula for the item you're creating, and a free hand.
You swiftly mix up a short-lived alchemical item to use at a moment’s notice.
You create a single alchemical item of your advanced alchemy level or lower that’s in your formula book without having to spend the normal monetary cost in alchemical reagents or needing to attempt a Crafting check.
This item has the trait, but it remains potent only until the start of your next turn.
| Actions | 1 |
|---|---|
| Free Hands | 1 |
| Skill | |
| Defense | |
| Tool | Alchemist's Tools |
| Sub-actions |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
|---|
| Combine Elixirs | Quick Alchemy | Combine two elixir effects into one (Additive 2) |
|---|---|---|
| Debilitating Bomb | Quick Alchemy | Add a status effect to a bomb (Additive 2) |
| Greater Debilitating Bomb | Debilitating Bomb | Upgrades available list of effects. |
| True Debilitating Bomb | Greater Debilitating Bomb | Adds more effect options and demotes some saves. |
| Perfect Debilitation | Debilitating Bomb | Demotes enemy saves against bombs. |
| Double Brew | Quick Alchemy | Lets you make 2 items instead of 1. |
| Enduring Alchemy | Quick Alchemy | Items stay potent until the end of your next turn. |
| Exploitive Bomb | Quick Alchemy | Lets created bombs bypass resistance (Additive 2). |
| Merciful Elixir | Quick Alchemy | Lets elixirs ease fear and paralysis. (Additive 2) |
| Greater Merciful Elixir | Merciful Elixir | Allows elixir to counteract more conditions. |
| Powerful Alchemy | Quick Alchemy | Lets you change item's save DC to your class DC. |
| Smoke Bomb | Quick Alchemy | Lets you make a crafted bomb also create smoke (Additive 1). |
| Sticky Bomb | Quick Alchemy | Lets you add persistent damage to bombs (additive 2) |
You keep your bombs in easy-to-reach pouches from which you draw without thinking.
| Actions | 1 |
|---|---|
| Free Hands | 1 |
| Skill | |
| Defense | |
| Tool | |
| Sub-actions | Interact Strike |
| Feat Type | Class |
|---|---|
| Level | 1 |
| Class | Alchemist |
| Attack | This is affected by Multiple Attack Penalty. |
|---|---|
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
Prerequisites Master in Athletics.
When Climbing, you move 5 more feet on a success and 10 more feet on a critical success, to a maximum of your Speed.
If you’re legendary in Athletics, you gain a climb Speed equal to your Speed.
| Feat Type | Skill |
|---|---|
| Level | 7 |
| Skill | Athletics |
| Requirement | M |
Prerequisites Trained in Intimidation.
You can bully others with just a few choice implications.
You can Coerce a creature after 1 round of conversation instead of 1 minute.
You still can’t Coerce a creature in the midst of combat, or without engaging in a conversation.
| Feat Type | Skill |
|---|---|
| Level | 1 |
| Skill | Intimidation |
| Requirement | T |
Prerequisites Expert in Deception.
You can set up a disguise in half the usual time (generally 5 minutes).
If you’re a master, it takes one-tenth the usual time (usually 1 minute).
If you’re legendary, you can create a full disguise and Impersonate as a 3-action activity.
| Feat Type | Skill |
|---|---|
| Level | 2 |
| Skill | Deception |
| Requirement | E |
Prerequisites Trained in Arcana, Nature, Occultism or Religion.
You can Identify Magic swiftly.
You take only 1 minute when using Identify Magic to determine the properties of an item, ongoing effect, or location, rather than 10 minutes.
If you’re a master, it takes a 3-action activity, and if you’re legendary, it takes 1 action.
| Feat Type | Skill |
|---|---|
| Level | 1 |
| Skill | Arcana Nature Occultism Religion |
| Requirement | T |
Prerequisites Trained in Athletics.
You can use High Jump and Long Jump as a single action instead of 2 actions.
If you do, you don’t perform the initial Stride, nor do you fail if you don’t Stride 10 feet.
| Feat Type | Skill |
|---|---|
| Level | 1 |
| Skill | Athletics |
| Requirement | T |
Prerequisites Master in Arcana, Nature, Occultism, or Religion; Recognize Spell.
You Recognize Spells swiftly.
Once per round, you can Recognize a Spell using a skill in which you’re a master as a free action.
| Feat Type | Skill |
|---|---|
| Level | 7 |
| Skill | Arcana Nature Occultism Religion |
| Requirement | M |
Prerequisites Trained in Crafting.
You take 1 minute to Repair an item.
If you’re a master in Crafting, it takes 3 actions.
If you’re legendary, it takes 1 action.
| Feat Type | Skill |
|---|---|
| Level | 1 |
| Skill | Crafting |
| Requirement | T |
Prerequisites Trained in Acrobatics.
You Squeeze 5 feet per round (10 feet on a critical success).
If you’re legendary in Acrobatics, you Squeeze at full Speed.
| Feat Type | Skill |
|---|---|
| Level | 1 |
| Skill | Acrobatics |
| Requirement | T |
Prerequisites Master in Athletics.
You Swim 5 feet farther on a success and 10 feet farther on a critical success, to a maximum of your Speed.
If you’re legendary in Athletics, you gain a swim Speed equal to your Speed.
| Feat Type | Skill |
|---|---|
| Level | 7 |
| Skill | Athletics |
| Requirement | M |
Prerequisites Master in Thievery.
You can Pick a Lock using 1 action instead of 2.
| Feat Type | Skill |
|---|---|
| Level | 7 |
| Skill | Thievery |
| Requirement | M |
You gain 1 additional action at the start of your turn each round. Many effects that make you quickened specify the types of actions you can use with this additional action.
If you become quickened from multiple sources, you can use the extra action you’ve been granted for any single action allowed by any of the effects that made you quickened.
Because quickened has its effect at the start of your turn, you don’t immediately gain actions if you become quickened during your turn.
| Haste | Quickened | Only allows Strike and Stride actions. |
|---|
Prerequisites Expert in Stealth.
You’re skilled at moving with a group.
When you are Avoiding Notice and your allies Follow the Expert, you and those allies can roll a single Stealth check, using the lowest modifier, instead of rolling separately.
This doesn’t apply for Initiative rolls.
| Feat Type | Skill |
|---|---|
| Level | 2 |
| Skill | Stealth |
| Requirement | E |
Requirements You are wielding a Shield.
You position your shield to protect yourself.
When you have Raised a Shield, you gain its listed circumstance bonus to AC.
Your shield remains raised until the start of your next turn.
| Actions | 1 |
|---|---|
| Free Hands | |
| Skill | |
| Defense | |
| Tool | A shield |
| Sub-actions |
Prerequisites Expert in Athletics.
You easily pull yourself onto ledges.
When you Grab an Edge, you can pull yourself onto that surface and stand.
You can use Athletics instead of a Reflex save to Grab an Edge.
| Feat Type | Skill |
|---|---|
| Level | 2 |
| Skill | Athletics |
| Requirement | E |
This weapon is long and can be used to attack creatures up to 10 feet away instead of only adjacent creatures.
For creatures that already have reach with the limb or limbs that wield the weapon, the weapon increases their reach by 5 feet.
There is no clear rules judgment on whether the extended limb or weapon of a creature with reach can be attacked using Reactions at the moment it strikes.
You can extend the range of your spells.
If the next action you use is to Cast a Spell that has a range, increase that spell’s range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet.
| Actions | 1 |
|---|---|
| Free Hands | |
| Skill | |
| Defense | |
| Tool | |
| Sub-actions |
| Feat Type | Class |
|---|---|
| Level | 1 |
| Class | Wizard |
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
|---|---|
| Metamagic | You must use this immediately before casting a spell. |
Prerequisites Trained in Society.
You can read lips of others nearby who you can clearly see.
When you’re at your leisure, you can do this automatically.
In encounter mode or when attempting a more difficult feat of lipreading, you’re Fascinated and Flat-Footed during each round in which you focus on lip movements, and you must succeed at a Society check (DC determined by the GM) to successfully read someone’s lips. In either case, the language read must be one that you know.
If you are deaf or hard of hearing and have Read Lips, you recognize the lip movements for the spoken form of your languages. You can also speak the spoken form of your languages clearly enough for others to understand you.
| Feat Type | Skill |
|---|---|
| Level | 1 |
| Skill | Society |
| Requirement | T |
You prepare to use an action that will occur outside your turn.
Choose a single Action or Free action you can use, and designate a trigger. You can’t Ready a free action that already has a trigger.
Your turn then ends.
If the trigger you designated occurs before the start of your next turn, you can use the chosen action as a Reaction (provided you still meet the requirements to use it).
If you have a multiple attack penalty and your readied action is an Attack action, your readied attack takes the multiple attack penalty you had at the time you used Ready. This is one of the few times the multiple attack penalty applies when it’s not your turn.
The Ready activity lets the acting person choose the trigger for their readied action. However, you might sometimes need to put limits on what they can choose.
Notably, the trigger must be something that happens in the game world and is observable by the character rather than a rules concept that doesn’t exist in world. For instance, if a player says, “I Ready to shoot an arrow at her if she uses a concentrate action,” or “I Ready to attack him if he has fewer than 47 Hit Points,” find out what their character is trying to specifically observe. If they don’t have a clear answer for that, they need to adjust their action.
| Actions | 2 |
|---|---|
| Free Hands | |
| Skill | |
| Defense | |
| Tool | |
| Sub-actions |
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
|---|
You attempt a skill check to try to remember a bit of knowledge regarding a topic related to that skill.
The GM determines the DCs for such checks and which skills apply.
| Critical Success | You recall the knowledge accurately and gain additional information or context. |
|---|---|
| Success | You recall the knowledge accurately or gain a useful clue about your current situation. |
| Failure | |
| Critical Failure | You recall incorrect information or gain an erroneous or misleading clue. |
| Actions | 1 |
|---|---|
| Free Hands | |
| Skill | Arcana Crafting Lore Medicine Nature Occultism Religion Society |
| Defense | |
| Tool | |
| Sub-actions |
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
|---|---|
| Secret | The GM makes the roll for this in secret. |
| Automatic Knowledge | Recall Knowledge | Lets you use this with Assurance as a free action. |
|---|---|---|
| Dubious Knowledge | Recall Knowledge | Learn true and false knowledge on a fail. |
| Streetwise | Recall Knowledge | Can use to Gather Information on streets you know. |
| Student of the Canon | Recall Knowledge | Promotes fails and hits on knowledge about your faith. |
| Unmistakable Lore | Recall Knowledge | Prevents fumbles using trained categories. |
| Arcana | Recall Knowledge | |
| Intelligence | Arcana | Key ability for this skill. |
| Frightened | Intelligence | Reduces all checks and DCs. |
| Sickened | Intelligence | Reduces Intelligence by the condition value. |
| Mariner's Curse | Sickened | Can prevent recovering from sickened while curse persists. |
| Stupefied | Intelligence | Gives status penalty of condition value. |
| Crafting | Recall Knowledge | |
| Intelligence | Crafting | Key ability for this skill. |
| Frightened | Intelligence | Reduces all checks and DCs. |
| Sickened | Intelligence | Reduces Intelligence by the condition value. |
| Mariner's Curse | Sickened | Can prevent recovering from sickened while curse persists. |
| Stupefied | Intelligence | Gives status penalty of condition value. |
| Lore | Recall Knowledge | |
| Intelligence | Lore | Key ability for this skill. |
| Frightened | Intelligence | Reduces all checks and DCs. |
| Sickened | Intelligence | Reduces Intelligence by the condition value. |
| Mariner's Curse | Sickened | Can prevent recovering from sickened while curse persists. |
| Stupefied | Intelligence | Gives status penalty of condition value. |
| Medicine | Recall Knowledge | |
| Wisdom | Medicine | Key ability for this skill. |
| Frightened | Wisdom | Reduces all checks and DCs. |
| Sickened | Wisdom | Reduces Wisdom by the condition value. |
| Mariner's Curse | Sickened | Can prevent recovering from sickened while curse persists. |
| Stupefied | Wisdom | Gives status penalty of condition value. |
| Nature | Recall Knowledge | |
| Unified Theory | Nature | Can use Arcana instead for magic related checks. |
| Wisdom | Nature | Key ability for this skill. |
| Frightened | Wisdom | Reduces all checks and DCs. |
| Sickened | Wisdom | Reduces Wisdom by the condition value. |
| Mariner's Curse | Sickened | Can prevent recovering from sickened while curse persists. |
| Stupefied | Wisdom | Gives status penalty of condition value. |
| Occultism | Recall Knowledge | |
| Intelligence | Occultism | Key ability for this skill. |
| Frightened | Intelligence | Reduces all checks and DCs. |
| Sickened | Intelligence | Reduces Intelligence by the condition value. |
| Mariner's Curse | Sickened | Can prevent recovering from sickened while curse persists. |
| Stupefied | Intelligence | Gives status penalty of condition value. |
| Unified Theory | Occultism | Can use Arcana instead for magic related checks. |
| Religion | Recall Knowledge | |
| Unified Theory | Religion | Can use Arcana instead for magic related checks. |
| Wisdom | Religion | Key ability for this skill. |
| Frightened | Wisdom | Reduces all checks and DCs. |
| Sickened | Wisdom | Reduces Wisdom by the condition value. |
| Mariner's Curse | Sickened | Can prevent recovering from sickened while curse persists. |
| Stupefied | Wisdom | Gives status penalty of condition value. |
| Society | Recall Knowledge | |
| Intelligence | Society | Key ability for this skill. |
| Frightened | Intelligence | Reduces all checks and DCs. |
| Sickened | Intelligence | Reduces Intelligence by the condition value. |
| Mariner's Curse | Sickened | Can prevent recovering from sickened while curse persists. |
| Stupefied | Intelligence | Gives status penalty of condition value. |
Prerequisites Trained in Arcana, Nature, Occultism, or Religion.
Trigger A creature within line of sight casts a spell that you don’t have prepared or in your spell repertoire, or a trap or similar object casts such a spell. You must be aware of the casting.
If you are trained in the appropriate skill for the spell’s tradition and it’s a common spell of 2nd level or lower, you automatically identify it (you still roll to attempt to get a critical success, but can’t get a worse result than success).
The highest level of spell you automatically identify increases to 4 if you’re an expert, 6 if you’re a master, and 10 if you’re legendary.
The GM rolls a secret Arcana, Nature, Occultism, or Religion check, whichever corresponds to the tradition of the spell being cast. If you’re not trained in the skill, you can’t get a result better than failure.
| Critical Success | You correctly recognize the spell and gain a +1 circumstance bonus to your saving throw or your AC against it. |
|---|---|
| Success | You correctly recognize the spell. |
| Failure | You fail to recognize the spell. |
| Critical Failure | You misidentify the spell as another spell entirely, of the GM’s choice. |
| Actions | Reaction |
|---|---|
| Free Hands | |
| Skill | |
| Defense | |
| Tool | |
| Sub-actions |
| Feat Type | Skill |
|---|---|
| Level | 1 |
| Skill | Arcana Nature Occultism Religion |
| Requirement | T |
| Secret | The GM makes the roll for this in secret. |
|---|
| Bizarre Magic | Recognize Spell | Raises DC for spells by 5. |
|---|---|---|
| Quick Recognition | Recognize Spell | Use as a 1/round free action if Master in the related skill. |
| Arcana | Recognize Spell | |
| Intelligence | Arcana | Key ability for this skill. |
| Frightened | Intelligence | Reduces all checks and DCs. |
| Sickened | Intelligence | Reduces Intelligence by the condition value. |
| Mariner's Curse | Sickened | Can prevent recovering from sickened while curse persists. |
| Stupefied | Intelligence | Gives status penalty of condition value. |
| Nature | Recognize Spell | |
| Unified Theory | Nature | Can use Arcana instead for magic related checks. |
| Wisdom | Nature | Key ability for this skill. |
| Frightened | Wisdom | Reduces all checks and DCs. |
| Sickened | Wisdom | Reduces Wisdom by the condition value. |
| Mariner's Curse | Sickened | Can prevent recovering from sickened while curse persists. |
| Stupefied | Wisdom | Gives status penalty of condition value. |
| Occultism | Recognize Spell | |
| Intelligence | Occultism | Key ability for this skill. |
| Frightened | Intelligence | Reduces all checks and DCs. |
| Sickened | Intelligence | Reduces Intelligence by the condition value. |
| Mariner's Curse | Sickened | Can prevent recovering from sickened while curse persists. |
| Stupefied | Intelligence | Gives status penalty of condition value. |
| Unified Theory | Occultism | Can use Arcana instead for magic related checks. |
| Religion | Recognize Spell | |
| Unified Theory | Religion | Can use Arcana instead for magic related checks. |
| Wisdom | Religion | Key ability for this skill. |
| Frightened | Wisdom | Reduces all checks and DCs. |
| Sickened | Wisdom | Reduces Wisdom by the condition value. |
| Mariner's Curse | Sickened | Can prevent recovering from sickened while curse persists. |
| Stupefied | Wisdom | Gives status penalty of condition value. |
A Reflex save is used to avoid negative effects by dodging them.
Reflex is governed by Dexterity.
Being Clumsy, Fatigued, Sickened, Frightened or Unconscious reduces your Reflex rolls.
Being in Cover increases your Reflex rolls.
Armor can limit your Dexterity modifier which in turn can reduce your Reflex.
This is used to defend against:
And to save against these spells:
| Breath Control | Reflex | Gives +1 circumstance and promotion to saves against inhaled threats. |
|---|---|---|
| Cover | Reflex | Gives +2/+4 circumstance saves against area effects. |
| Mounted Combat | Cover | You have lesser cover if your mount would be in the way of an attack. |
| Dexterity | Reflex | Key ability for this save. |
| Clumsy | Dexterity | Gives status penalty to Dexterity equal to condition value. |
| Frightened | Dexterity | Reduces all checks and DCs. |
| Sickened | Dexterity | Reduces Dexterity by the condition value. |
| Mariner's Curse | Sickened | Can prevent recovering from sickened while curse persists. |
| Divine Aura | Reflex | Gives +1/+2 status. |
| Divine Vessel | Reflex | Gives +1 status bonus against spells. |
| Fatigued | Reflex | Gives -1 status to saves. |
| Forbidding Ward | Reflex | Gives +1/+2 status against a specific enemy. |
| Mage Armor | Reflex | Gives +1/+2/+3 item bonus. |
| Mind Blank | Reflex | Gives +4 status vs mental effects. |
| Mounted Combat | Reflex | You take -2 circumstance to Reflex when mounted. |
| Phantom Steed | Reflex | Phantom Steeds fail all saves. |
| Poison Resistance | Reflex | Gives +1 status vs poisons. |
| Take Cover | Reflex | Can give a +4 circumstance bonus. |
Requirements You have a focus pool, and you have spent at least 1 Focus Point since you last regained any Focus Points.
You spend 10 minutes performing deeds to restore your magical connection.
This restores 1 Focus Point to your focus pool.
The deeds you need to perform are specified in the class or ability that gives you your focus spells. These deeds can usually overlap with other tasks that relate to the source of your focus spells.
For instance, a cleric with focus spells from a good deity can usually Refocus while tending the wounds of their allies, and a wizard of the illusionist school might be able to Refocus while attempting to Identify Magic of the school.
| Actions | |
|---|---|
| Free Hands | |
| Skill | |
| Defense | |
| Tool | |
| Sub-actions |
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
|---|---|
| Exploration | This can only be used in Exploration Mode, not Encounter Mode (ie, not combat). |
This monster regains the listed number of Hit Points each round at the beginning of its turn.
Its Dying condition never increases beyond dying 3 as long as its regeneration is active.
If it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn.
The regeneration is deactivated before applying any damage of a listed type, so that damage can kill the monster by bringing it to dying 4.
You release something you’re holding in your hand or hands.
This might mean dropping an item, removing one hand from your weapon while continuing to hold it in another hand, releasing a rope suspending a chandelier, or performing a similar action.
Unlike most manipulate actions, Release does not trigger reactions that can be triggered by actions with the manipulate trait (such as Attack of Opportunity). If you want to prepare to Release something outside of your turn, use the Ready activity.
| Actions | Free |
|---|---|
| Free Hands | |
| Skill | |
| Defense | |
| Tool | |
| Sub-actions |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
|---|
Key Ability Wisdom.
The secrets of deities, dogma, faith, and the realms of divine creatures both sublime and sinister are open to you.
You also understand how magic works, though your training imparts a religious slant to that knowledge.
Actions for this skill:
Feats for this skill:
| Unified Theory | Religion | Can use Arcana instead for magic related checks. |
|---|---|---|
| Wisdom | Religion | Key ability for this skill. |
| Frightened | Wisdom | Reduces all checks and DCs. |
| Sickened | Wisdom | Reduces Wisdom by the condition value. |
| Mariner's Curse | Sickened | Can prevent recovering from sickened while curse persists. |
| Stupefied | Wisdom | Gives status penalty of condition value. |
It’s recommended you disallow humanoid creatures and most other bipeds as mounts, especially if they are PCs. If you choose to allow this anyway, either the rider or mount should use at least one hand to hold onto the other, and both should spend an action on each of their turns to remain mounted.
| Actions | 1 |
|---|---|
| Free Hands | |
| Skill | |
| Defense | |
| Tool | |
| Sub-actions |
A Rend entry lists a Strike the monster has.
Requirements The monster hit the same enemy with two consecutive Strikes of the listed type in the same round.
The monster automatically deals that Strike’s damage again to the enemy.
| Actions | 1 |
|---|---|
| Free Hands | |
| Skill | |
| Defense | |
| Tool | |
| Sub-actions |
Requirements You have a Repair Kit.
You spend 10 minutes attempting to fix a damaged item, placing the item on a stable surface and using the repair kit with both hands. If you have Quick Repair, it takes less time depending on your proficiency in Crafting.
Make a Crafting check. The GM sets the DC, but it’s usually about the same DC to Repair a given item as it is to Craft it in the first place.
You can’t Repair a destroyed item.
| Critical Success | You restore 10 Hit Points to the item, plus an additional 10 Hit Points per proficiency rank you have in Crafting (a total of 20 HP if you’re trained, 30 HP if you’re an expert, 40 HP if you’re a master, or 50 HP if you’re legendary). |
|---|---|
| Success | You restore 5 Hit Points to the item, plus an additional 5 per proficiency rank you have in Crafting (for a total of 10 HP if you are trained, 15 HP if you’re an expert, 20 HP if you’re a master, or 25 HP if you’re legendary). |
| Failure | |
| Critical Failure | You deal 2d6 damage to the item. Apply the item’s Hardness to this damage. |
| Actions | |
|---|---|
| Free Hands | 2 |
| Skill | Crafting |
| Defense | |
| Tool | |
| Sub-actions |
| Exploration | This can only be used in Exploration Mode, not Encounter Mode (ie, not combat). |
|---|---|
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Quick Repair | Repair | Reduces the time taken to repair. |
|---|---|---|
| Crafting | Repair | |
| Intelligence | Crafting | Key ability for this skill. |
| Frightened | Intelligence | Reduces all checks and DCs. |
| Sickened | Intelligence | Reduces Intelligence by the condition value. |
| Mariner's Curse | Sickened | Can prevent recovering from sickened while curse persists. |
| Stupefied | Intelligence | Gives status penalty of condition value. |
You repeatedly cast the same spell while moving at half speed.
Typically, this spell is a cantrip that you want to have in effect in the event a combat breaks out, and it must be one you can cast in 2 actions or fewer.
In order to prevent fatigue due to repeated casting, you’ll likely use this activity only when something out of the ordinary occurs. (There is no rules reference for "fatigue due to repeated casting", so this may be an error.)
You can instead use this activity to continue Sustaining a Spell or Activation with a sustained duration.
Most such spells or item effects can be sustained for 10 minutes, though some specify they can be sustained for a different duration.
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
|---|---|
| Exploration | This can only be used in Exploration Mode, not Encounter Mode (ie, not combat). |
You can make a request of a creature that’s Friendly or Helpful to you.
You must couch the request in terms that the target would accept given their current attitude toward you.
The GM sets the Diplomacy DC based on the difficulty of the request. Some requests are unsavory or impossible, and even a helpful NPC would never agree to them.
| Critical Success | The target agrees to your request without qualifications. |
|---|---|
| Success | The target agrees to your request, but they might demand added provisions or alterations to the request. |
| Failure | The target refuses the request, though they might propose an alternative that is less extreme. |
| Critical Failure | Not only does the target refuse the request, but their attitude toward you decreases by one step due to the temerity of the request. |
| Actions | 1 |
|---|---|
| Free Hands | |
| Skill | Diplomacy |
| Defense | |
| Tool | |
| Sub-actions |
| Auditory | This works only against creatures that can hear it and are not Deafened. |
|---|---|
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
| Linguistic | Your target must be able to understand your language. |
| Mental | This won't work on objects or Mindless creatures, and maybe not Swarm Minds. |
| Shameless Request | Request | Promotes fumbles to fails and reduces extreme request penalties by 2. |
|---|---|---|
| Diplomacy | Request | |
| Charisma | Diplomacy | Key ability for this skill. |
| Frightened | Charisma | Reduces all checks and DCs. |
| Sickened | Charisma | Reduces Charisma by the condition value. |
| Mariner's Curse | Sickened | Can prevent recovering from sickened while curse persists. |
| Stupefied | Charisma | Gives status penalty of condition value. |
Implied by the spell Moon Frenzy.
A creature can attempt to end the spell’s effect on itself by using a single action, which has the trait, to attempt a Will save against your spell DC; on a success, it ends the spell’s effect on itself.
| Actions | 1 |
|---|---|
| Free Hands | |
| Skill | |
| Defense | |
| Tool | |
| Sub-actions |
| Rage | You have to be raging to use this. |
|---|
This action is implied by the Message spell.
The target can give a brief response as a reaction, or as a free action on their next turn if they wish, but they must be able to see you and be within range (120 feet) to do so.
| Actions | Reaction Free |
|---|---|
| Free Hands | |
| Skill | |
| Defense | |
| Tool | |
| Sub-actions |
You perform at your best when you take enough time to rest and prepare.
Once every 24 hours, you can take a period of rest (typically 8 hours), after which you regain Hit Points equal to your Constitution modifier (minimum 1) times your level, and you might recover from or improve certain conditions (including Fatigued, Doomed and Drained).
Each full 24-hour period a character spends resting during Downtime allows them to recover double what they would for an 8-hour rest. They must spend this time resting in a comfortable and secure location, typically in bed.
If they spend significantly longer in bed rest—usually from a few days to a week of downtime—they recover from all damage and most nonpermanent conditions. Characters affected by Diseases, long-lasting Poisons, or similar Afflictions might need to continue attempting saves during downtime. Some curses, permanent injuries, and other situations that require magic or special care to remove don’t end automatically during long-term rest.
If you rest without any shelter or comfort, the GM may reduce the healing by half, to a minimum of 1 HP.
Sleeping in armor results in poor rest that leaves you Fatigued, or prevents you recovering from being fatigued if you already were.
The 8 hours of rest do not need to be consecutive. Characters interrupted, or taking a watch shift, during their rest may go back to sleep without resetting the clock.
If characters are attacked while sleeping, all characters roll initiative with those who are sleeping taking a -4 for being Unconscious. They do not automaticaly wake up, but may make a Perception check to be woken by noise.
If you go more than 16 hours without resting, you become Fatigued (you cannot recover from this until you rest at least 6 continuous hours).
After you rest, you make your daily preparations, which takes around 1 hour. You can prepare only if you’ve rested, and only once per day. Preparing includes the following:
If a spell’s duration says it lasts until your next daily preparations, on the next day you can refrain from preparing a new spell in that spell’s slot. (If you are a spontaneous caster, you can instead expend a spell slot during your preparations.) Doing so extends the spell’s duration until your next daily preparations. This effectively Sustains the Spell over a long period of time. If you prepare a new spell in the slot (or don’t expend a spell slot), the spell ends. You can’t do this if the spell didn’t come from one of your spell slots.
There is no specific rules statement that daily preparations must be made immediately after completing a rest, although it is generally assumed so.
| Nightmare | Rest | Triggers when its target sleeps. |
|---|
You’re tied up and can barely move, or a creature has you pinned.
You have the Flat-Footed and Immobilized conditions.
You can’t use any actions with the Attack or Manipulate traits except to attempt to Escape or Force Open your bonds.
Restrained overrides Grabbed.
| Freedom of Movement | Restrained | Allows auto Escape success against lower level effects. |
|---|
Retraining offers a way to alter some of your character choices, which is helpful when you want to take your character in a new direction or change decisions that didn’t meet your expectations.
You can retrain feats, skills, and some selectable class features. You can’t retrain your ancestry, heritage, background, class, or ability scores.
You can’t perform other downtime activities while retraining.
Retraining usually requires you to spend time learning from a teacher, whether that entails physical training, studying at a library, or falling into shared magical trances. Your GM determines whether you can get proper training or whether something can be retrained at all. In some cases, you’ll have to pay your instructor.
Some abilities can be difficult or impossible to retrain (for instance, a sorcerer can retrain their bloodline only in extraordinary circumstances).
When retraining, you generally can’t make choices you couldn’t make when you selected the original option. For instance, you can’t exchange a 2nd-level skill feat for a 4th-level one, or for one that requires prerequisites you didn’t meet at the time you took the original feat. If you don’t remember whether you met the prerequisites at the time, ask your GM to make the call.
You also can't make choices that would leave another previous choice invalid, such as retraining a choice of skill which allowed you to choose an different skill when taking a Dedication feat.
If you cease to meet the prerequisites for an ability due to retraining, you can’t use that ability. You might need to retrain several abilities in sequence in order to get all the abilities you want.
You can spend a week of downtime retraining to swap out one of your s. Remove the old feat and replace it with another of the same type. For example, you could swap a skill feat for another skill feat, but not for a wizard feat.
You can spend a week of downtime retraining to swap out one of your skill increases. Reduce your proficiency rank in the skill losing its increase by one step and increase your proficiency rank in another skill by one step. The new proficiency rank has to be equal to or lower than the proficiency rank you traded away. For instance, if your bard is a master in Performance and Stealth, and an expert in Occultism, you could reduce the character’s proficiency in Stealth to expert and become a master in Occultism, but you couldn’t reassign that skill increase to become legendary in Performance. Keep track of your level when you reassign skill increases; the level at which your skill proficiencies changed can influence your ability to retrain feats with skill prerequisites. You can also spend a week to retrain an initial trained skill you gained during character creation.
You can change a class feature that required a choice, making a different choice instead. This lets you change a druid order or a wizard school, for example. The GM will tell you how long this takes—always at least a month.
Trigger An enemy damages the monster’s ally, and both are within 15 feet of the monster.
The ally gains Resistance to all damage against the triggering damage equal to 2 + the monster’s level.
If the foe is within reach, the monster makes a melee Strike against it.
| Actions | Reaction |
|---|---|
| Free Hands | |
| Skill | |
| Defense | |
| Tool | |
| Sub-actions |
Revelation effects reveal the truth.
| Slippery Secrets | Revelation | Can allow Deception check to prevent effect. |
|---|
While under the effect of a mutagen, you can metabolize that mutagen’s power to heal yourself.
This uses a single action, which has the Concentrate and Manipulate traits.
Once the action is complete, you regain 1d6 Hit Points for every 2 item levels of the mutagen (minimum 1d6), but the mutagen’s duration immediately ends, even if you are under the effect of Persistent Mutagen.
| Actions | 1 |
|---|---|
| Free Hands | |
| Skill | |
| Defense | |
| Tool | |
| Sub-actions |
| Feat Type | Class |
|---|---|
| Level | 2 |
| Class | Alchemist |
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
|---|---|
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
When you Command an Animal you’re mounted on to take a move action (such as Stride), you automatically succeed instead of needing to attempt a check.
Any animal you’re mounted on acts on your turn, like a Minion. If you Mount an animal in the middle of an encounter, it skips its next turn and then acts on your next turn.
| Feat Type | General |
|---|---|
| Level | 1 |
Prerequisites Expert in Medicine.
You learned folk medicine to help recover from diseases and poison, and using it diligently has made you especially resilient.
When you Treat Disease or a Treat Poison, or someone else uses one of these actions on you, increase the circumstance bonus granted on a success to +4.
If the result of the patient’s saving throw is a success, the patient gets a critical success.
| Feat Type | Skill |
|---|---|
| Level | 2 |
| Skill | Medicine |
| Requirement | E |
Prerequisites Legendary in Intimidation.
You can frighten foes so much, they might die.
Attempt an Intimidation check against the Will DC of a living creature within 30 feet of you that you sense or observe and who can sense or observe you.
If the target can’t hear you or doesn’t understand the language you are speaking, you take a –4 circumstance penalty.
The creature is temporarily immune for 1 minute.
| Critical Success | The target must succeed at a Fortitude save against your Intimidation DC or die. If the target succeeds at its save, it becomes Frightened 2 and is Fleeing for 1 round; it suffers no effect on a critical success. |
|---|---|
| Success | The target becomes Frightened 2. |
| Failure | The target becomes Frightened 1. |
| Critical Failure | The target is unaffected. |
| Actions | 1 |
|---|---|
| Free Hands | |
| Skill | |
| Defense | Will |
| Tool | |
| Sub-actions |
| Feat Type | Skill |
|---|---|
| Level | 15 |
| Skill | Intimidation |
| Requirement | L |
| Emotion | This won't work on creatures with mechanical or artificial intillegence. |
|---|---|
| Incapacitation | This has reduced effect against creatures of higher level. |
| Raging Intimidation | Scare to Death | Grants this automatically and gives it the rage trait. |
|---|---|---|
| Intimidation | Scare to Death | |
| Charisma | Intimidation | Key ability for this skill. |
| Frightened | Charisma | Reduces all checks and DCs. |
| Sickened | Charisma | Reduces Charisma by the condition value. |
| Mariner's Curse | Sickened | Can prevent recovering from sickened while curse persists. |
| Stupefied | Charisma | Gives status penalty of condition value. |
| Feral Mutagen | Intimidation | Allows Bestial Mutagen to grant an item bonus. |
Scent involves sensing creatures or objects by smell, and is usually a Vague sense.
The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).
If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.
| Negate Aroma | Scent | Prevents a creature emitting any scent. |
|---|
You scout ahead and behind the group to watch danger, moving at half speed.
At the start of the next encounter, every creature in your party gains a +1 circumstance bonus to their Initiative rolls.
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
|---|---|
| Exploration | This can only be used in Exploration Mode, not Encounter Mode (ie, not combat). |
You Seek meticulously for hidden doors, concealed hazards, and so on.
You can usually make an educated guess as to which locations are best to check and move at half speed, but if you want to be thorough and guarantee you checked everything, you need to travel at a Speed of no more than 300 feet per minute, or 150 feet per minute to ensure you check everything before you walk into it.
With a successful Perception check while Searching, a character notices the presence or absence of something unusual in the area, but it doesn’t provide a comprehensive catalog of everything there. Instead, it gives a jumping-off point for closer inspection or an encounter. For instance, if an area has both a DC 30 secret door and a DC 25 trap, and a Searching character got a 28 on their Perception check, you would tell the player that their character noticed a trap in the area, and you’d give a rough idea of the trap’s location and nature. The party needs to examine the area more to learn specifics about the trap, and someone would need to Search again to get another chance to find the secret door.
In locations with many objects to search, you have to stop and spend significantly longer to search thoroughly. If an area contains many objects or something that will take a while to search (such as a cabinet full of papers), Searching would reveal the cabinet, but the PCs would have to examine it more thoroughly to check the papers. This usually requires the party to stop for a complete search.
You can always move more slowly while Searching to cover the area more thoroughly, and the Expeditious Search feat increases these maximum Speeds.
If you come across a secret door, item, or hazard while Searching, the GM will attempt a free secret check to Seek to see if you notice the hidden object or hazard. You roll a secret Perception check for a Searching character to detect any secrets they pass that’s in a place that stands out (such as near a door or a turn in a corridor), but not one that’s in a more inconspicuous place (like a random point in a long hallway) unless they are searching particularly slowly and meticulously.
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
|---|---|
| Exploration | This can only be used in Exploration Mode, not Encounter Mode (ie, not combat). |
| Expeditious Search | Search | Searching takes half as long, so can move double the speed. |
|---|
You scan an area for signs of creatures or objects.
If you’re looking for creatures, choose an area you’re scanning. If precision is necessary, the GM can have you select a 30-foot cone or a 15-foot burst within line of sight. You might take a penalty if you choose an area that’s far away.
If you’re using Seek to search for objects (including secret doors and hazards), you search up to a 10-foot square adjacent to you. The GM might determine you need to Seek as an activity, taking more actions or even minutes or hours if you’re searching a particularly cluttered area.
The GM attempts a single secret Perception check for you and compares the result to the Stealth DCs of any undetected or hidden creatures in the area, or the DC to detect each object in the area (as determined by the GM or by someone Concealing the Object).
A creature you detect might remain Hidden, rather than becoming Observed, if you’re using an imprecise sense or if an effect (such as Invisibility) prevents the subject from being observed.
You can Seek while Raging, even though it has the Concentrate trait.
| Critical Success | If you were searching for creatures, any Undetected or hidden creature you critically succeeded against becomes observed by you. If you were searching for an object, you learn its location. |
|---|---|
| Success | If you were searching for creatures, any undetected creature you succeeded against becomes hidden from you instead of undetected, and any hidden creature you succeeded against becomes observed by you. If you were searching for an object, you learn its location or get a clue to its whereabouts, as determined by the GM. |
| Failure | |
| Critical Failure |
| Actions | 1 |
|---|---|
| Free Hands | |
| Skill | |
| Defense | |
| Tool | |
| Sub-actions |
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
|---|---|
| Secret | The GM makes the roll for this in secret. |
Using the stars, the position of the sun, traits of the geography or flora, or the behavior of fauna, you can stay oriented in the wild.
Typically, you attempt a Survival check only once per day, but some environments or changes might necessitate rolling more often. The GM determines the DC and how long this activity takes (usually just a minute or so).
More unusual locales or those you’re unfamiliar with might require you to have a minimum proficiency rank to Sense Direction.
Without a compass, you take a –2 item penalty to checks to Sense Direction.
| Critical Success | You get an excellent sense of where you are. If you are in an environment with cardinal directions, you know them exactly. |
|---|---|
| Success | You gain enough orientation to avoid becoming hopelessly lost. If you are in an environment with cardinal directions, you have a sense of those directions. |
| Failure | |
| Critical Failure |
| Actions | |
|---|---|
| Free Hands | |
| Skill | Survival |
| Defense | |
| Tool | Compass |
| Sub-actions |
| Exploration | This can only be used in Exploration Mode, not Encounter Mode (ie, not combat). |
|---|---|
| Secret | The GM makes the roll for this in secret. |
| Survival | Sense Direction | |
|---|---|---|
| Terrain Expertise | Survival | +1 circumstance in terrain you know. |
| Wisdom | Survival | Key ability for this skill. |
| Frightened | Wisdom | Reduces all checks and DCs. |
| Sickened | Wisdom | Reduces Wisdom by the condition value. |
| Mariner's Curse | Sickened | Can prevent recovering from sickened while curse persists. |
| Stupefied | Wisdom | Gives status penalty of condition value. |
You try to tell whether a creature’s behavior is abnormal.
Choose one creature, and assess it for odd body language, signs of nervousness, and other indicators that it might be trying to deceive someone.
The GM attempts a single secret Perception check for you and compares the result to the Deception DC of the creature, the DC of a spell affecting the creature’s mental state, or another appropriate DC determined by the GM.
You typically can’t try to Sense the Motive of the same creature again until the situation changes significantly.
| Critical Success | You determine the creature’s true intentions and get a solid idea of any mental magic affecting it. |
|---|---|
| Success | You can tell whether the creature is behaving normally, but you don’t know its exact intentions or what magic might be affecting it. |
| Failure | You detect what a deceptive creature wants you to believe. If they’re not being deceptive, you believe they’re behaving normally. |
| Critical Failure | You get a false sense of the creature’s intentions. |
| Actions | 1 |
|---|---|
| Free Hands | |
| Skill | |
| Defense | |
| Tool | |
| Sub-actions |
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
|---|---|
| Secret | The GM makes the roll for this in secret. |
Requirements Master in Diplomacy.
You can downplay the consequences or outrageousness of your requests using sheer brazenness and charm.
When you Request something, you reduce any DC increases for making an outrageous request by 2, and if you roll a critical failure for your Request, you get a failure instead.
While this means you can never cause your target to reduce their attitude toward you by making a Request, they eventually tire of requests, even though they still have a positive attitude toward you.
| Feat Type | Skill |
|---|---|
| Level | 7 |
| Skill | Diplomacy |
| Requirement | M |
Trigger The user has their shield raised and takes damage from a physical attack.
The user snaps their shield into place to deflect a blow.
The shield prevents the user from taking an amount of damage up to the shield’s Hardness.
The user and the shield each take any remaining damage, possibly breaking or destroying the shield.
| Actions | Reaction |
|---|---|
| Free Hands | |
| Skill | |
| Defense | |
| Tool | |
| Sub-actions |
| Feat Type | General |
|---|---|
| Level | 1 |
Improvised or of dubious make, shoddy items are never available for purchase except for in the most desperate of communities.
When available, a shoddy item usually costs half the Price of a standard item, though you can never sell one in any case.
Attacks and checks involving a shoddy item take a –2 item penalty.
This penalty also applies to any DCs that a shoddy item applies to (such as AC, for shoddy armor).
A shoddy suit of armor also worsens the armor’s check penalty by 2.
A shoddy item’s Hit Points and Broken Threshold are each half that of a normal item of its type.
Requirements You have at least one hand free. The target can’t be more than one size larger than you unless you have Titan Wrestler, in which case they can be two or three sizes bigger depending on your proficiency in Athletics.
You push an opponent away from you.
Attempt an Athletics check against your opponent’s Fortitude DC.
| Critical Success | You push your opponent up to 10 feet away from you. You can Stride after it, but you must move the same distance and in the same direction. |
|---|---|
| Success | You push your opponent back 5 feet. You can Stride after it, but you must move the same distance and in the same direction. |
| Failure | |
| Critical Failure | You lose your balance, fall, and land Prone. If you shoved using a weapon, you can choose to drop it instead. |
A weapon with the Shove trait can be used to Shove with the Athletics skill even if you don’t have a free hand.
This uses the weapon’s reach (if different from your own) and adds the weapon’s item bonus to attack rolls as an item bonus to the Athletics check.
If you critically fail a check to Shove using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
| Actions | 1 |
|---|---|
| Free Hands | 1 |
| Skill | Athletics |
| Defense | Fortitude |
| Tool | |
| Sub-actions |
| Brutal Bully | Shove | Adds extra bludgeoning damage when raging. |
|---|---|---|
| Titan Wrestler | Shove | Can use on creatures 2-3 sizes larger. |
| Athletics | Shove | |
| Strength | Athletics | Key ability for this skill. |
| Enfeebled | Strength | Reduces Strength by the condition value. |
| Sickened | Strength | Reduces Strength by the condition value. |
| Mariner's Curse | Sickened | Can prevent recovering from sickened while curse persists. |
You feel ill.
Sickened always includes a value. You take a status penalty equal to this value on all your checks and DCs.
You can’t willingly ingest anything—including elixirs and potions—while sickened.
You can spend a single action retching in an attempt to recover, which lets you immediately attempt a Fortitude save against the DC of the effect that made you sickened. On a success, you reduce your sickened value by 1 (or by 2 on a critical success).
| Mariner's Curse | Sickened | Can prevent recovering from sickened while curse persists. |
|---|
Prerequisites Trained in Society.
You learn the sign languages associated with the languages you know, allowing you to sign and understand signs.
Sign languages typically require both hands to convey more complex concepts, and they are Visual rather than Auditory.
Sign language is difficult to understand during combat due to the level of attention needed, unlike basic gestures like pointing at a foe to suggest a target.
Sign language is hard to use in areas of low visibility, just like speech is difficult in a noisy environment.
| Feat Type | Skill |
|---|---|
| Level | 1 |
| Skill | Society |
| Requirement | T |
The following are skills and their governing abilities:
The Skill trait is also used to indicate Skill Feats, which are as follows:
Prerequisites Intelligence 12.
You become trained in the skill of your choice.
You can select this feat multiple times, choosing a new skill to become trained in each time.
| Feat Type | Skill |
|---|---|
| Level | 1 |
| Skill | |
| Requirement |
Prerequisites Master in Deception.
You elude and evade attempts to uncover your true nature or intentions.
When a spell or magical effect tries to read your mind, detect whether you are lying, or reveal your alignment, you can attempt a Deception check against the spell or effect’s DC. If you succeed, the effect reveals nothing.
| Feat Type | Skill |
|---|---|
| Level | 7 |
| Skill | Deception |
| Requirement | M |
You have fewer actions.
Slowed always includes a value. When you regain your actions at the start of your turn, reduce the number of actions you regain by your slowed value.
Because slowed has its effect at the start of your turn, you don’t immediately lose actions if you become slowed during your turn.
If you are both Stunned and slowed, actions lost to the Stunned condition also count against those lost to the Slowed condition in the turn in which you recover from being Stunned.
| Flesh to Stone | Slowed | A creature slowed to 0 actions by this spell turns to stone permanently. |
|---|
Frequency Once per round.
Additive 1.
Trigger You use Quick Alchemy to craft an alchemical bomb with a level at least 1 lower than your advanced alchemy level.
You cause the bomb to create a cloud of thick smoke, in addition to its normal effects.
When thrown, the bomb creates a cloud of smoke in a 10-foot-radius burst. You choose which corner of the target’s space (or the space in which the bomb lands) the cloud is centered on.
Creatures within that area have the Concealed condition, and all other creatures are concealed to them.
The smoke lasts for 1 minute or until dissipated by a strong wind.
| Actions | Free |
|---|---|
| Free Hands | |
| Skill | |
| Defense | |
| Tool | |
| Sub-actions |
| Feat Type | Class |
|---|---|
| Level | 2 |
| Class | Alchemist |
| Additive | One per alchemy item, increases item level by the given amount. |
|---|
Prerequisites Trained in Crafting.
You can use the Craft activity to create Snares. When you select this feat, you add the formulas for four common snares to your formula book.
| Feat Type | Skill |
|---|---|
| Level | 1 |
| Skill | Crafting |
| Requirement | T |
You can attempt to move to another place while becoming or staying undetected.
Stride up to half your Speed. (You can use Sneak while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type; you must move at half that Speed.)
If you’re Undetected by a creature and it’s impossible for that creature to observe you (for a typical creature, this includes when you’re Invisible, the observer is Blinded, or you’re in darkness and the creature can’t see in darkness), for any critical failure you roll on a check to Sneak, you get a failure instead. You also continue to be undetected if you lose Cover or Greater Cover against or are no longer Concealed from such a creature.
At the end of your movement, the GM rolls your Stealth check in secret and compares the result to the Perception DC of each creature you were hidden from or undetected by at the start of your movement.
If you have cover or greater cover from the creature throughout your Stride, you gain the +2 circumstance bonus from cover (or +4 from greater cover) to your Stealth check. Because you’re moving, the bonus increase from Taking Cover doesn’t apply.
You don’t get to roll against a creature if, at the end of your movement, you neither are concealed from it nor have cover or greater cover against it. You automatically become observed by such a creature.
You can't use Concealment granted by Blur to sneak.
| Critical Success | |
|---|---|
| Success | You’re undetected by the creature during your movement and remain undetected by the creature at the end of it. You become observed as soon as you do anything other than Hide, Sneak, or Step. If you attempt to Strike a creature, the creature remains Flat-Footed against that attack, and you then become Observed. If you do anything else, you become observed just before you act unless the GM determines otherwise. The GM might allow you to perform a particularly unobtrusive action without being noticed, possibly requiring another Stealth check. If you speak or make a deliberate loud noise, you become Hidden instead of undetected. If a creature uses Seek and you become Hidden to it as a result, you must Sneak if you want to become undetected by that creature again. |
| Failure | A telltale sound or other sign gives your position away, though you still remain unseen. You’re Hidden from the creature throughout your movement and remain so. |
| Critical Failure | You’re spotted! You’re Observed by the creature throughout your movement and remain so. If you’re invisible and were hidden from the creature, instead of being observed you’re hidden throughout your movement and remain so. |
| Actions | 1 |
|---|---|
| Free Hands | |
| Skill | Stealth |
| Defense | Perception |
| Tool | |
| Sub-actions |
| Secret | The GM makes the roll for this in secret. |
|---|
| Foil Senses | Sneak | Always allowing for special senses. |
|---|---|---|
| Legendary Sneak | Sneak | You don't need cover or concealment. |
| Swift Sneak | Sneak | Can move full speed. |
| Take Cover | Sneak | Can give a +4 circumstance bonus. |
| Terrain Stalker | Sneak | Can sneak without a check in your preferred terrain. |
| Stealth | Sneak | |
| Cover | Stealth | Gives +2/+4 circumstance to checks to avoid detection. |
| Mounted Combat | Cover | You have lesser cover if your mount would be in the way of an attack. |
| Dexterity | Stealth | Key ability for this skill. |
| Clumsy | Dexterity | Gives status penalty to Dexterity equal to condition value. |
| Frightened | Dexterity | Reduces all checks and DCs. |
| Sickened | Dexterity | Reduces Dexterity by the condition value. |
| Mariner's Curse | Sickened | Can prevent recovering from sickened while curse persists. |
When the user Strikes a creature that has the Flat-Footed condition with an Agile or Finesse melee weapon, an agile or finesse unarmed attack, or a ranged weapon attack, they also deals the listed Precision damage.
For a ranged attack with a thrown weapon, that weapon must also be an agile or finesse weapon.
Key Ability Intelligence.
You understand the people and systems that make civilization run, and you know the historical events that make societies what they are today. Further, you can use that knowledge to navigate the complex physical, societal, and economic workings of settlements.
Actions for this skill:
Feats for this skill:
| Intelligence | Society | Key ability for this skill. |
|---|---|---|
| Frightened | Intelligence | Reduces all checks and DCs. |
| Sickened | Intelligence | Reduces Intelligence by the condition value. |
| Mariner's Curse | Sickened | Can prevent recovering from sickened while curse persists. |
| Stupefied | Intelligence | Gives status penalty of condition value. |
A somatic component is a specific hand movement or gesture that generates a magical nexus.
The spell gains the Manipulate trait and requires you to make gestures.
You can use this component while holding something in your hand, but not if you are restrained or otherwise unable to gesture freely.
Spells that require you to touch the target require a somatic component. You can do so while holding something as long as part of your hand is able to touch the target (even if it’s through a glove or gauntlet).
If you’re a Bard Casting a Spell from the Occult tradition while holding a musical instrument, you can play that instrument to replace any material, somatic, or verbal components the spell requires by using the instrument as a Focus component instead. Cast a Spell gains the Auditory trait if you make this substitution. Unlike the normal rules for a focus component, you can’t retrieve or stow the instrument when making this substitution.
Prerequisites Trained in Crafting.
Your training focused on Crafting one particular kind of item.
Select one of the specialties listed below; you gain a +1 circumstance bonus to Crafting checks to Craft items of that type. If you are a master in Crafting, this bonus increases to +2.
If it’s unclear whether the specialty applies, the GM decides.
Some specialties might apply only partially. For example, if you were making a morningstar and had specialty in woodworking, the GM might give you half your bonus because the item requires both blacksmithing and woodworking.
| Specialty | Applicable Items |
|---|---|
| Alchemy | Alchemical items such as elixirs (you must have the Alchemical Crafting Feat to Craft alchemical items) |
| Artistry | Fine art, including jewelry |
| Blacksmithing | Durable metal goods, including metal armor |
| Bookmaking | Books and paper |
| Glassmaking | Glass, including glassware and windows |
| Leatherworking | Leather goods, including leather armor |
| Pottery | Ceramic goods |
| Shipbuilding | Ships and boats |
| Stonemasonry | Stone goods and structures |
| Tailoring | Clothing |
| Weaving | Textiles, baskets, and rugs |
| Woodworking | Wooden goods and structures |
| Feat Type | Skill |
|---|---|
| Level | 1 |
| Skill | |
| Requirement |
| Impeccable Crafting | Specialty Crafting | Promotes hits to crits when crafting specialites. |
|---|
You theorize that spell slots are a shorthand for an underlying energy that powers all spellcasting, and you’ve found a way to tinker with the hierarchy of spell slots, combining them to fuel more powerful spells.
When you make your daily preparations, you can trade two spell slots of the same level for a bonus spell slot of up to 2 levels higher than the traded spell slots.
You can exchange as many spell slots as you have available.
Bonus spell slots must be of a level you can normally cast, and each bonus spell slot must be of a different spell level.
You can also trade any spell slot for two additional cantrips, though you cannot trade more than one spell slot at a time for additional cantrips in this way.
You don’t accept the fact that once spells are prepared, they can’t be changed until your next daily preparation, and you have uncovered a shortcut allowing you to substitute new spells for those you originally prepared.
You can spend 10 minutes to empty one of your prepared spell slots and prepare a different spell from your spellbook in its place.
If you are interrupted during such a swap, the original spell remains prepared and can still be cast. You can try again to swap out the spell later, but you must start the process over again.
| Level | |
|---|---|
| Components | |
| Cast Time | |
| Range | |
| Area | |
| Target | |
| Save | |
| Duration |
| Critical Success | |
|---|---|
| Success | |
| Failure | |
| Critical Failure |
| Critical Success | |
|---|---|
| Success | |
| Failure | |
| Critical Failure |
Splats are used as a generic term for the options taken within classes.
The particular names used for splats of particular classes are:
| Alchemist | Field |
|---|
Alchemist:Field
Barbarian:Instinct
Bard:Muse
Champion:Cause
Cleric:Doctrine
Druid:Order
Rogue:Racket
Sorcerer:Bloodline
Wizard:Thesis
You contort yourself to squeeze through a space so small you can barely fit through.
This action is for exceptionally small spaces; many tight spaces are Difficult Terrain that you can move through more quickly and without a check.
| Critical Success | You squeeze through the tight space in 1 minute per 10 feet of squeezing. |
|---|---|
| Success | You squeeze through in 1 minute per 5 feet. |
| Failure | |
| Critical Failure | You become stuck in the tight space. While you’re stuck, you can spend 1 minute attempting another Acrobatics check at the same DC. Any result on that check other than a critical failure causes you to become unstuck. |
If you have Quick Squeeze, you move much faster.
| Actions | |
|---|---|
| Free Hands | |
| Skill | |
| Defense | |
| Tool | |
| Sub-actions |
| Exploration | This can only be used in Exploration Mode, not Encounter Mode (ie, not combat). |
|---|---|
| Trained | You must be trained in the relevant skill to use this. Having Untrained Improvisation is not sufficient. |
| Elastic Mutagen | Squeeze | Can allow you to squeeze as one size smaller. |
|---|---|---|
| Quick Squeeze | Squeeze | Reduces time taken to squeeze based on proficiency. |
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Please keep the Style Guide.
Typically characters eat and drink enough to survive comfortably.
When they can’t, they’re Fatigued until they do.
After 1 day + a creature’s Constitution modifier without food, it takes 1 damage each day that can’t be healed until it sates its hunger.
Prerequisites Trained in Acrobatics.
You can keep your balance easily, even in adverse conditions.
Whenever you roll a success using the Balance action, you get a critical success instead.
You’re not Flat-Footed while attempting to Balance on Narrow Surfaces and Uneven Ground.
Thanks to your incredible balance, you can attempt an Acrobatics check instead of a Reflex save to Grab an Edge.
| Feat Type | Skill |
|---|---|
| Level | 1 |
| Skill | Acrobatics |
| Requirement | T |
You try to take a small object from another creature without being noticed.
Typically, you can Steal only an object of negligible Bulk, and you automatically fail if the creature who has the object is in combat or on guard. If you have Pickpocket and are a master in Thievery, you do not automatically fail, but you can't steal items that are noticable or actively wielded and you get a -5 penalty. If you have Legendary Thief, you can steal noticeable and actively wielded items but you get a -5 penalty and it takes 1 minute, during which you must remain hidden.
Attempt a Thievery check to determine if you successfully Steal the object. The DC to Steal is usually the Perception DC of the creature wearing the object.
This assumes the object is worn but not closely guarded (like a loosely carried pouch filled with coins, or an object within such a pouch). If the object is in a pocket or similarly protected, you take a –5 penalty to your Thievery check unless you have Pickpocket.
The GM might increase the DC of your check if the nature of the object makes it harder to steal (such as a very small item in a large pack, or a sheet of parchment mixed in with other documents).
You might also need to compare your Thievery check result against the Perception DCs of observers other than the person wearing the object. The GM may increase the Perception DCs of these observers if they’re distracted. If you have Subtle Theft, the observers take -2 circumstance to their Perception DCs.
| Critical Success | |
|---|---|
| Success | You steal the item without the bearer noticing, or an observer doesn’t see you take or attempt to take the item. |
| Failure | The item’s bearer notices your attempt before you can take the object, or an observer sees you take or attempt to take the item. The GM determines the response of any creature that notices your theft. |
| Critical Failure |
| Actions | 1 |
|---|---|
| Free Hands | |
| Skill | Thievery |
| Defense | Perception |
| Tool | |
| Sub-actions |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
|---|
| Legendary Thief | Steal | You can steal wielded or worn items with penalties. |
|---|---|---|
| Pickpocket | Steal | Removes -5 penalty for guarded objects and can steal in combat. |
| Subtle Theft | Steal | Stealing doesn't end a diversion and gives -2 circumstance to detecting theft. |
| Thievery | Steal | |
| Dexterity | Thievery | Key ability for this skill. |
| Clumsy | Dexterity | Gives status penalty to Dexterity equal to condition value. |
| Frightened | Dexterity | Reduces all checks and DCs. |
| Sickened | Dexterity | Reduces Dexterity by the condition value. |
| Mariner's Curse | Sickened | Can prevent recovering from sickened while curse persists. |
Key Ability Dexterity.
You are skilled at avoiding detection, allowing you to slip past foes, hide, or conceal an item.
Actions for this skill:
Feats for this skill:
| Cover | Stealth | Gives +2/+4 circumstance to checks to avoid detection. |
|---|---|---|
| Mounted Combat | Cover | You have lesser cover if your mount would be in the way of an attack. |
| Dexterity | Stealth | Key ability for this skill. |
| Clumsy | Dexterity | Gives status penalty to Dexterity equal to condition value. |
| Frightened | Dexterity | Reduces all checks and DCs. |
| Sickened | Dexterity | Reduces Dexterity by the condition value. |
| Mariner's Curse | Sickened | Can prevent recovering from sickened while curse persists. |
Requirements: Your Speed is at least 10 feet.
You carefully move 5 feet.
Unlike most types of movement, Stepping doesn’t trigger reactions, such as Attack of Opportunity, that can be triggered by move actions or upon leaving or entering a square.
You can’t Step into Difficult Terrain unless you have Feather Step, and you can't Step using a Speed other than your land Speed.
| Actions | |
|---|---|
| Free Hands | |
| Skill | |
| Defense | |
| Tool | |
| Sub-actions |
| Difficult Terrain | Step | You can't Step through difficult terrain. |
|---|---|---|
| Feather Step | Difficult Terrain | Allows you to step into difficult terrain. |
| Elastic Mutagen | Step | Can allow you to step up to 10 feet. |
Frequency Once per round.
Trigger You use Quick Alchemy to craft an alchemical bomb, and that bomb’s level is at least 2 levels lower than your Advanced Alchemy level.
Additive 2.
You mix in an additive to make your bomb’s contents adhere to the target and continue to deal damage.
A creature that takes a direct hit from one of your sticky bombs also takes persistent damage equal to and of the same type as the bomb’s splash damage.
If the bomb already deals persistent damage, combine the two amounts.
| Actions | Free |
|---|---|
| Free Hands | |
| Skill | |
| Defense | |
| Tool | |
| Sub-actions |
| Feat Type | Class |
|---|---|
| Level | 8 |
| Class | Alchemist |
| Additive | One per alchemy item, increases item level by the given amount. |
|---|
Prerequisites Trained in Society.
You know about life on the streets and feel the pulse of your local settlement.
You can use your Society modifier instead of your Diplomacy modifier to Gather Information.
In any settlement you frequent regularly, you can use the Recall Knowledge action with Society to know the same sorts of information that you could discover with Diplomacy to Gather Information. The DC is usually significantly higher, but you know the information without spending time gathering it. If you fail to recall the information, you can still subsequently attempt to Gather Information normally.
| Feat Type | Skill |
|---|---|
| Level | 1 |
| Skill | Society |
| Requirement | T |
Strength measures your character’s physical power.
Strength is important if your character plans to engage in hand-to-hand combat.
Your Strength modifier gets added to melee damage rolls and determines how much your character can carry.
You can carry an amount of Bulk equal to 5 plus your Strength modifier without penalty; if you carry more, you gain the encumbered condition. You can’t hold or carry more Bulk than 10 plus your Strength modifier. If you are carrying more weight than you can manage, you're Encumbered.
Strength governs Athletics.
Being Enfeebled, Sickened or Frightened reduces your Strength rolls.
| Enfeebled | Strength | Reduces Strength by the condition value. |
|---|---|---|
| Sickened | Strength | Reduces Strength by the condition value. |
| Mariner's Curse | Sickened | Can prevent recovering from sickened while curse persists. |
You move up to your Speed.
| Actions | 1 |
|---|---|
| Free Hands | |
| Skill | |
| Defense | |
| Tool | |
| Sub-actions |
| Difficult Terrain | Stride | Increases the cost of movement. |
|---|---|---|
| Feather Step | Difficult Terrain | Allows you to step into difficult terrain. |
You attack with a weapon you’re wielding or with an unarmed attack, targeting one creature within your reach (for a melee attack) or within range (for a ranged attack).
Roll the attack roll for the weapon or unarmed attack you are using, and compare the result to the target creature’s AC to determine the effect.
| Critical Success | As success, but you deal double damage. |
|---|---|
| Success | You deal damage according to the weapon or unarmed attack, including any modifiers, bonuses, and penalties you have to damage. |
| Failure | |
| Critical Failure |
| Attack | This is affected by Multiple Attack Penalty. |
|---|
Prerequisites Trained in Religion.
You’ve researched many faiths enough to recognize notions about them that are unlikely to be true.
If you roll a critical failure at a Religion check to Decipher Writing of a religious nature or to Recall Knowledge about the tenets of faiths, you get a failure instead.
When attempting to Recall Knowledge about the tenets of your own faith, if you roll a failure, you get a success instead, and if you roll a success, you get a critical success instead.
| Feat Type | Skill |
|---|---|
| Level | 1 |
| Skill | Religion |
| Requirement | T |
You’ve become senseless.
You can’t act while stunned.
Stunned usually includes a value, which indicates how many total actions you lose, possibly over multiple turns, from being stunned.
Each time you regain actions (such as at the start of your turn), reduce the number you regain by your stunned value, then reduce your stunned value by the number of actions you lost. For example, if you were stunned 4, you would lose all 3 of your actions on your turn, reducing you to stunned 1; on your next turn, you would lose 1 more action, and then be able to use your remaining 2 actions normally.
Stunned might also have a duration instead of a value, such as “stunned for 1 minute.” In this case, you lose all your actions for the listed duration.
Stunned overrides Slowed. If the duration of your stunned condition ends while you are slowed, you count the actions lost to the stunned condition toward those lost to being slowed. So, if you were stunned 1 and slowed 2 at the beginning of your turn, you would lose 1 action from stunned, and then lose only 1 additional action by being slowed, so you would still have 1 action remaining to use that turn.
Your thoughts and instincts are clouded.
Stupefied always includes a value. You take a status penalty equal to this value on Intelligence-, Wisdom-, and Charisma-based checks and DCs, including Will saving throws, spell attack rolls, spell DCs, and skill checks that use these ability scores.
Any time you attempt to Cast a Spell while stupefied, the spell is disrupted unless you succeed at a flat check with a DC equal to 5 + your stupefied value.
Text taken directly from rulebooks should be in plain font.
Text taken from official errata should be underlined.
Text added by authors should be italicised.
Each key point should be made in a separate isolated paragraph. Follow-up discussion can be included in a paragraph with the point it refers to.
Official material may be re-ordered in order to clarify it.
Tiddler titles should correspond to the name of the item in official material.
Tiddler titles should use the same capitalization as in official material, unless official material shows the title only in capitals. In that case, tiddler titles should be in title case, with the first letter of each word capitalised with the exception of standard prepositions like "of", "to", etc.
Tiddler titles should not be plural.
Tiddler titles should not begin with "The".
Any referenced topic in text should be linked to the appropriate tiddler unless it is a negative example (ie, Fortitude should not be linked if it is mention in the context of not being allowed a Fortitude save)
Text that needs to be capitalised in order to become a tiddler link may be so capitalised. There is no need to create a renamed link just in order to keep capitalisation.
Key rules should usually be reciprocally linked and explained in annotations.
should be used for actions, that a player can invoke on their turn. These should usually have at least an a-actions field and include the ActionSummary template.
should be used for spells. These should also be tagged for school, components, game tags, and or as appropriate for their components. These should have at least a m-level field and probably more. (M was supposed to stand for "magic". Sorry.) They should include the SpellSummaryTable template.
Notes:
a-crit, etc, fields are for successes on action rolls. s-crit, etc, are for saves. If in doubt, use a- if a crit is better for the user of the effect, and s- if it is worse for the user and better for the target.a-crit, etc, add the ActionSuccessTable transclude to lay out the results. If using s-crit, etc, add SaveSuccessTable.| TW field | Meaning |
|---|---|
| a-actions | Number of actions taken by an action/activity. |
| a-crit | Effect on a critical success on an action roll (not a save). |
| a-hit | Effect on a success on an action roll. |
| a-fail | Effect on a failure on an action roll. |
| a-fumble | Effect on a critical failure on an action roll. |
| a-defense | Value that provides a save or target DC for an action roll. |
| a-hands | Number of free hands required for an action. |
| a-skill | Skill(s) used for an action. |
| a-subactions | Subsidiary actions for an action. |
| a-time | Time (if extended) needed for an action (eg, 10 minutes, not 3 actions - use a-actions for that). |
| a-tool | Object needed to perform an action. |
| feat-class | Class a feat is associated with, if any. |
| feat-level | Level of a feat. |
| feat-skill | Skill associated with a feat. |
| feat-spre | Letter for skill prerequisite level to take feat. |
| m-area | Area of spell. |
| m-components | Spell components. |
| m-duration | Duration of spell. |
| m-level | Level of spell. |
| m-range | Range of spell. |
| m-save | Saving throw used for spell, as source of DC. |
| m-targets | Target specification for a spell. |
| m-time | Time (if extended) needed for casting a spell. |
| s-crit | Effect on a critical success on a save |
| s-hit | Effect on a success on a save |
| s-fail | Effect on a failure on a save |
| s-fumble | Effect on a critical failure on a save |
| skill-stat | Associated statistic for a skill |
| splat-class | Associated class for a splat |
| turn-etc | Effect at the End of the Target's Current turn, or their turn immediately after being hit with the effect. |
| turn-etn | Effect at the End of the Target's Next turn |
| turn-euc | Effect at the End of the User's Current turn |
| turn-eun | Effect at the End of the User's Next turn |
| turn-stn | Effect at the Start of the Target's Next turn |
| turn-sun | Effect at the Start of the User's Next turn |
An action might allow you to use a simpler action—usually one of the Basic Actions—in a different circumstance or with different effects.
This subordinate action still has its normal traits and effects, but is modified in any ways listed in the larger action. For example, an activity that tells you to Stride up to half your Speed alters the normal distance you can move in a Stride. The Stride would still have the move trait, would still trigger reactions that occur based on movement, and so on.
The subordinate action doesn’t gain any of the traits of the larger action unless specified.
The action that allows you to use a subordinate action doesn’t require you to spend more actions or reactions to do so; that cost is already factored in.
Using an activity is not the same as using any of its subordinate actions. For example, the quickened condition you get from the haste spell lets you spend an extra action each turn to Stride or Strike, but you couldn’t use the extra action for an activity that includes a Stride or Strike. As another example, if you used an action that specified, “If the next action you use is a Strike,” an activity that includes a Strike wouldn’t count, because the next thing you are doing is starting an activity, not using the Strike basic action.
You try to provide food and shelter for yourself, and possibly others as well.
This typically uses Society if you're in a settlement or Survival if you're in the wild.
The GM determines the DC based on the nature of the place where you’re trying to Subsist. You might need a minimum proficiency rank to Subsist in particularly strange environments.
Unlike most downtime activities, you can Subsist after 8 hours or less of exploration, but if you do, you take a –5 penalty.
| Critical Success | You either provide a subsistence living for yourself and one additional creature, or you improve your own food and shelter, granting yourself a comfortable living. |
|---|---|
| Success | You find enough food and shelter with basic protection from the elements to provide you a subsistence living. |
| Failure | You’re exposed to the elements and don’t get enough food, becoming Fatigued until you attain sufficient food and shelter. |
| Critical Failure | You attract trouble, eat something you shouldn’t, or otherwise worsen your situation. You take a –2 circumstance penalty to checks to Subsist for 1 week. You don’t find any food at all; if you don’t have any stored up, you’re in danger of starving or dying of Thirst if you continue failing. |
The Forager feat can reduce your chances of failing to subsist and allow you to provide a living for more creatures.
The Planar Survival feat can allow you to use this to survive on a hostile plane.
| Actions | |
|---|---|
| Free Hands | |
| Skill | Survival Society |
| Defense | |
| Tool | |
| Sub-actions |
| Forager | Subsist | Fails or fumbles become hits and increase creatures supported. |
|---|---|---|
| Planar Survival | Subsist | You can Subsist on different planes. |
| Survival | Subsist | |
| Terrain Expertise | Survival | +1 circumstance in terrain you know. |
| Wisdom | Survival | Key ability for this skill. |
| Frightened | Wisdom | Reduces all checks and DCs. |
| Sickened | Wisdom | Reduces Wisdom by the condition value. |
| Mariner's Curse | Sickened | Can prevent recovering from sickened while curse persists. |
| Stupefied | Wisdom | Gives status penalty of condition value. |
| Society | Subsist | |
| Intelligence | Society | Key ability for this skill. |
| Frightened | Intelligence | Reduces all checks and DCs. |
| Sickened | Intelligence | Reduces Intelligence by the condition value. |
| Mariner's Curse | Sickened | Can prevent recovering from sickened while curse persists. |
| Stupefied | Intelligence | Gives status penalty of condition value. |
Prerequisites Trained in Thievery.
When you successfully Steal something, observers (creatures other than the creature you stole from) take a –2 circumstance penalty to their Perception DCs to detect your theft.
Additionally, if you first Create a Diversion using Deception, taking a single Palm an Object or Steal action doesn’t end your Undetected condition.
| Feat Type | Skill |
|---|---|
| Level | 1 |
| Skill | Thievery |
| Requirement | T |
You can’t recover from being Unconscious and must attempt a DC 20 Fortitude save at the end of each of your turns.
On a failure, you take 1d10 damage, and on a critical failure, you die.
On each check after the first, the DC increases by 5 and the damage by 1d10; these increases are cumulative.
Once your access to air is restored, you stop suffocating and are no longer Unconscious (unless you're at 0 Hit Points).
A creature called by a conjuration spell or effect gains the summoned trait.
A summoned creature can’t summon other creatures, create things of value, or cast spells that require a cost.
It has the Minion trait.
If it tries to cast a spell of equal or higher level than the spell that summoned it, the spell fails and the summon spell ends.
Otherwise, it uses the standard abilities for a creature of its kind.
It generally attacks your enemies to the best of its abilities.
If you can communicate with it, you can attempt to command it, but the GM determines the degree to which it follows your commands.
Immediately when you finish Casting the Spell, the summoned creature uses its 2 actions for that turn.
Summoned creatures can be banished by various spells and effects. They are automatically banished if reduced to 0 Hit Points or if the spell that called them ends.
Prerequisites Trained in Survival.
You can study details in the wilderness to determine the presence of nearby creatures. You can spend 10 minutes assessing the area around you to find out what creatures are nearby, based on nests, scat, and marks on vegetation.
Attempt a Survival check against a DC determined by the GM based on how obvious the signs are. On a success, you can attempt a Recall Knowledge check with a –2 penalty to learn more about the creatures just from these signs.
If you’re a master in Survival, you don’t take the penalty.
| Feat Type | Skill |
|---|---|
| Level | 1 |
| Skill | Survival |
| Requirement | T |
| Survival | Survey Wildlife | |
|---|---|---|
| Terrain Expertise | Survival | +1 circumstance in terrain you know. |
| Wisdom | Survival | Key ability for this skill. |
| Frightened | Wisdom | Reduces all checks and DCs. |
| Sickened | Wisdom | Reduces Wisdom by the condition value. |
| Mariner's Curse | Sickened | Can prevent recovering from sickened while curse persists. |
| Stupefied | Wisdom | Gives status penalty of condition value. |
Key Ability Wisdom.
You are adept at living in the wilderness, foraging for food and building shelter, and with training you discover the secrets of tracking and hiding your trail.
Actions for this skill:
Feats for this skill:
| Terrain Expertise | Survival | +1 circumstance in terrain you know. |
|---|---|---|
| Wisdom | Survival | Key ability for this skill. |
| Frightened | Wisdom | Reduces all checks and DCs. |
| Sickened | Wisdom | Reduces Wisdom by the condition value. |
| Mariner's Curse | Sickened | Can prevent recovering from sickened while curse persists. |
| Stupefied | Wisdom | Gives status penalty of condition value. |
Requirements You have at least one spell active with a sustained duration, and you are not Fatigued.
Choose one spell with a sustained duration you have in effect. The duration of that spell continues until the end of your next turn.
Some spells might have slightly different or expanded effects if you sustain them.
Sustaining a Spell for more than 10 minutes (100 rounds) ends the spell and makes you Fatigued unless the spell lists a different maximum duration (such as “sustained up to 1 minute” or “sustained up to 1 hour”).
If your Sustain a Spell action is disrupted, the spell immediately ends.
| Actions | 1 |
|---|---|
| Free Hands | |
| Skill | |
| Defense | |
| Tool | |
| Sub-actions |
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
|---|
| Divine Aura | Sustain a Spell | Aura expands when sustained. |
|---|---|---|
| Mage Hand | Sustain a Spell | Can move the object 20 feet when sustained. |
| Mind Probe | Sustain a Spell | Ask another question when sustained. |
| Mislead | Sustain a Spell | Control your duplicate when Sustained. |
| Modify Memory | Sustain a Spell | Once active, modify a memory each time. |
| Prestigitation | Sustain a Spell | Choose a simple effect when sustained. |
The monster attempts to swallow a creature of the listed size or smaller that it has grabbed in its jaws or mouth.
If a swallowed creature is of the maximum size listed, the monster can’t use Swallow Whole again. If the creature is smaller than the maximum, the monster can usually swallow more creatures; the GM determines the maximum.
The monster attempts an Athletics check opposed by the grabbed creature’s Reflex DC. If it succeeds, it swallows the creature. The monster’s mouth or jaws no longer grab a creature it has swallowed, so the monster is free to use them to Strike or Grab once again. The monster can’t attack creatures it has swallowed.
A swallowed creature is Grabbed, is Slowed 1, and has to hold its breath or start Suffocating.
The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it’s swallowed.
If the victim Escapes this ability’s grabbed condition, it exits through the monster’s mouth. This frees any other creature grabbed in the monster’s mouth or jaws.
A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. The engulfing creature is Flat-Footed against the attack.
If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the engulfed creature cuts itself free.
A creature that gets free by either Escaping or cutting itself free can immediately breathe and exits the swallowing monster’s space.
If the monster dies, a swallowed creature can be freed by creatures adjacent to the corpse if they spend a combined total of 3 actions cutting the monster open with a weapon or unarmed attack that deals piercing or slashing damage.
| Actions | 1 |
|---|---|
| Free Hands | |
| Skill | |
| Defense | |
| Tool | |
| Sub-actions |
| Attack | This is affected by Multiple Attack Penalty. |
|---|
This monster doesn’t have a single mind (typically because it’s a swarm of smaller creatures).
It is immune to Mental effects that target only a specific number of creatures.
It is still subject to mental effects that affect all creatures in an area.
This weapon makes wide sweeping or spinning attacks, making it easier to attack multiple enemies.
When you attack with this weapon, you gain a +1 circumstance bonus to your attack roll if you already attempted to attack a different target this turn using this weapon.
Prerequisites Master in Stealth.
You can move your full Speed when you Sneak.
You can use Swift Sneak while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.
When you take the Avoid Notice exploration activity, you can move at full Speed rather than half.
| Feat Type | Skill |
|---|---|
| Level | 7 |
| Skill | Stealth |
| Requirement | M |
You propel yourself through water.
In most calm water, you succeed at the action without needing to attempt a check.
If you must breathe air and you’re submerged in water, you must hold your breath each round. If you fail to hold your breath, you begin to drown.
If the water you are swimming in is turbulent or otherwise dangerous, you might have to attempt an Athletics check to Swim.
If you end your turn in water and haven’t succeeded at a Swim action that turn, you sink 10 feet or get moved by the current, as determined by the GM. However, if your last action on your turn was to enter the water, you don’t sink or move with the current that turn.
| Critical Success | You move through the water 10 feet, plus 5 feet per 20 feet of your land Speed (a total of 15 feet for most PCs). |
|---|---|
| Success | You move through the water 5 feet, plus 5 feet per 20 feet of your land Speed (a total of 10 feet for most PCs). |
| Failure | |
| Critical Failure | You make no progress, and if you’re holding your breath, you lose 1 round of air. |
Quick Swim can increase the distance you move on a success, or avoid any possibility of failure.
You can combine Swim with Tumble Through.
| Actions | 1 |
|---|---|
| Free Hands | |
| Skill | Athletics |
| Defense | |
| Tool | |
| Sub-actions |
| Quick Swim | Swim | Swim +5/+10 feet further, or get swim speed if Legend. |
|---|---|---|
| Athletics | Swim | |
| Strength | Athletics | Key ability for this skill. |
| Enfeebled | Strength | Reduces Strength by the condition value. |
| Sickened | Strength | Reduces Strength by the condition value. |
| Mariner's Curse | Sickened | Can prevent recovering from sickened while curse persists. |
Requirements: You are benefiting from cover, are near a feature that allows you to take cover, or are Prone.
You press yourself against a wall or duck behind an obstacle to take better advantage of Cover.
If you would have standard cover, you instead gain greater cover, which provides a +4 circumstance bonus to AC; to Reflex saves against area effects; and to Stealth checks to Hide, Sneak, or otherwise avoid detection.
Otherwise, you gain the benefits of standard cover (a +2 circumstance bonus instead).
This lasts until you move from your current space, use an attack action, become Unconscious, or end this effect as a Free action.
| Actions | 1 |
|---|---|
| Free Hands | |
| Skill | |
| Defense | |
| Tool | |
| Sub-actions |
A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language.
This doesn’t give any special access to their thoughts, and communicates no more information than normal speech would.
Prerequisites Trained in Survival.
Your experience in navigating a certain type of terrain makes you supremely confident while doing so.
You gain a +1 circumstance bonus to Survival checks in one of the following types of terrain, chosen when you select this feat: aquatic, arctic, desert, forest, mountain, plains, sky, swamp, or underground.
You can select this feat more than once, choosing a different type of terrain each time.
| Feat Type | Skill |
|---|---|
| Level | 1 |
| Skill | Survival |
| Requirement | T |
Prerequisites Trained in Stealth.
Select one type of difficult terrain from the following list: rubble, snow, or underbrush.
While Undetected by all non-allies in that type of terrain, you can Sneak without attempting a Stealth check as long as you move no more than 5 feet and do not move within 10 feet of an enemy at any point during your movement.
This also allows you to automatically approach creatures to within 15 feet while Avoiding Notice during exploration as long as they aren’t actively Searching or on guard.
You can select this feat multiple times. Each time, choose a different type of terrain.
| Feat Type | Skill |
|---|---|
| Level | 1 |
| Skill | Stealth |
| Requirement | T |
Prerequisites Master in Intimidation.
When you critically succeed at the Demoralize action, if the target’s level is lower than yours, the target is Fleeing for 1 round.
| Feat Type | Skill |
|---|---|
| Level | 7 |
| Skill | Intimidation |
| Requirement | M |
Key Ability Dexterity.
You are trained in a particular set of skills favored by thieves and miscreants.
Actions for this skill:
Feats for this skill:
| Dexterity | Thievery | Key ability for this skill. |
|---|---|---|
| Clumsy | Dexterity | Gives status penalty to Dexterity equal to condition value. |
| Frightened | Dexterity | Reduces all checks and DCs. |
| Sickened | Dexterity | Reduces Dexterity by the condition value. |
| Mariner's Curse | Sickened | Can prevent recovering from sickened while curse persists. |
Typically characters eat and drink enough to survive comfortably.
When they can’t, they’re Fatigued until they do.
After 1 day + a creature’s Constitution modifier without water, it takes 1d4 damage each hour that can’t be healed until it quenches its thirst.
The monster picks up a rock within reach or retrieves a stowed rock and throws it, making a ranged Strike.
Throw Rock is a monster ability. Player characters who choose to throw rocks use the regular rules for thrown weapons.
| Actions | 1 |
|---|---|
| Free Hands | |
| Skill | |
| Defense | |
| Tool | |
| Sub-actions |
You can throw this weapon as a ranged attack.
A thrown weapon adds your Strength modifier to damage just like a melee weapon does.
When this trait appears on a melee weapon, it also includes the range increment.
Ranged weapons with this trait use the range increment specified in the weapon’s Range entry.
Prerequisites Trained in Athletics.
You can attempt to Disarm, Grapple, Shove, or Trip creatures up to two sizes larger than you, or up to three sizes larger than you if you’re legendary in Athletics.
| Feat Type | Skill |
|---|---|
| Level | 1 |
| Skill | Athletics |
| Requirement | T |
From Animal Vision:
While tapping into the target's senses, you can't use your own body's senses, but you can change back and forth from your body's senses to the target's senses using a single action, which has the Concentrate trait.
| Actions | 1 |
|---|---|
| Free Hands | |
| Skill | |
| Defense | |
| Tool | |
| Sub-actions |
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
|---|
A torch sheds bright light in a 20-foot radius (and Dim Light to the next 20 feet). It can be used as an improvised weapon that deals 1d4 bludgeoning damage plus 1 fire damage.
You can withstand more punishment than most before succumbing.
Increase your maximum Hit Points by your level.
This is recalculated whenever your level increases; ie, you gain 1 extra hit point per level.
The DC of your Recovery Checks is equal to 9 plus your Dying value.
| Feat Type | General |
|---|---|
| Level | 1 |
You follow tracks, moving at up to half your travel Speed.
After a successful check to Track, you can continue following the tracks at half your Speed without attempting additional checks for up to 1 hour.
In some cases, you might Track in an encounter. In this case, Track is a single action and doesn’t have the exploration trait, but you might need to roll more often because you’re in a tense situation.
The GM determines how often you must attempt this check. You attempt your Survival check when you start Tracking, once every hour you continue tracking, and any time something significant changes in the trail.
The GM determines the DCs for such checks, depending on the freshness of the trail, the weather, and the type of ground. If whatever you are tracking used Cover Tracks, their Survival DC is used instead if it is higher.
| Critical Success | |
|---|---|
| Success | You find the trail or continue to follow the one you’re already following. |
| Failure | You lose the trail but can try again after a 1-hour delay. |
| Critical Failure | You lose the trail and can’t try again for 24 hours. |
| Actions | 1 |
|---|---|
| Free Hands | |
| Skill | Survival |
| Defense | |
| Tool | |
| Sub-actions |
| Concentrate | You can't use this while distracted, or while raging unless it also has Rage. |
|---|---|
| Exploration | This can only be used in Exploration Mode, not Encounter Mode (ie, not combat). |
| Trained | You must be trained in the relevant skill to use this. Having Untrained Improvisation is not sufficient. |
| Experienced Tracker | Track | Can track at full speed, with penalty if not Master. |
|---|---|---|
| Pass Without Trace | Track | Increases the DC to track the user. |
| Survival | Track | |
| Terrain Expertise | Survival | +1 circumstance in terrain you know. |
| Wisdom | Survival | Key ability for this skill. |
| Frightened | Wisdom | Reduces all checks and DCs. |
| Sickened | Wisdom | Reduces Wisdom by the condition value. |
| Mariner's Curse | Sickened | Can prevent recovering from sickened while curse persists. |
| Stupefied | Wisdom | Gives status penalty of condition value. |
You spend time teaching an animal to do a certain action.
You can either select a basic action the animal already knows how to do (typically those listed in the Command an Animal action) or attempt to teach the animal a new basic action.
The GM determines the DC of any check required and the amount of time the training takes (usually at least a week).
It’s usually impossible to teach an animal a trick that uses critical thinking.
If you’re expert, master, or legendary in Nature, you might be able to train more unusual creatures, at the GM’s discretion.
| Critical Success | |
|---|---|
| Success | The animal learns the action. If it was an action the animal already knew, you can Command the Animal to take that action without attempting a Nature check. If it was a new basic action, add that action to the actions the animal can take when Commanded, but you must still roll. |
| Failure | The animal doesn’t learn the trick. |
| Critical Failure |
| Actions | |
|---|---|
| Free Hands | |
| Skill | Nature |
| Defense | |
| Tool | |
| Sub-actions |
| Feat Type | Skill |
|---|---|
| Level | 1 |
| Skill | |
| Requirement |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
|---|
| Nature | Train Animal | |
|---|---|---|
| Unified Theory | Nature | Can use Arcana instead for magic related checks. |
| Wisdom | Nature | Key ability for this skill. |
| Frightened | Wisdom | Reduces all checks and DCs. |
| Sickened | Wisdom | Reduces Wisdom by the condition value. |
| Mariner's Curse | Sickened | Can prevent recovering from sickened while curse persists. |
| Stupefied | Wisdom | Gives status penalty of condition value. |
The monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, trampling each creature whose space it enters.
The monster can attempt to Trample the same creature only once in a single use of Trample.
The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC.
| Actions | 3 |
|---|---|
| Free Hands | |
| Skill | |
| Defense | Reflex |
| Tool | |
| Sub-actions |
Transmutation spells make alterations to or transform the physical form of a creature or object.
The and traits appear primarily in transmutation spells.
Requirements You have Healer’s Tools.
You spend at least 8 hours caring for a diseased creature.
Attempt a Medicine check against the disease’s DC.
After you attempt to Treat a Disease for a creature, you can’t try again until after that creature’s next save against the disease.
If you have Ward Medic, you can treat several targets at the same time.
| Critical Success | You grant the creature a +4 circumstance bonus to its next saving throw against the disease. |
|---|---|
| Success | You grant the creature a +2 circumstance bonus to its next saving throw against the disease. |
| Failure | |
| Critical Failure | Your efforts cause the creature to take a –2 circumstance penalty to its next save against the disease. |
| Actions | |
|---|---|
| Free Hands | |
| Skill | Medicine |
| Defense | |
| Tool | Healer's Tools |
| Sub-actions |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
|---|---|
| Trained | You must be trained in the relevant skill to use this. Having Untrained Improvisation is not sufficient. |
| Robust Recovery | Treat Disease | Increases bonus on success to +4 and promotes save. |
|---|---|---|
| Ward Medic | Treat Disease | Allows treating 2/4/8 targets. |
| Medicine | Treat Disease | |
| Wisdom | Medicine | Key ability for this skill. |
| Frightened | Wisdom | Reduces all checks and DCs. |
| Sickened | Wisdom | Reduces Wisdom by the condition value. |
| Mariner's Curse | Sickened | Can prevent recovering from sickened while curse persists. |
| Stupefied | Wisdom | Gives status penalty of condition value. |
Requirements You have Healer's Tools.
You treat a patient to prevent the spread of poison.
Attempt a Medicine check against the poison’s DC.
After you attempt to Treat a Poison for a creature, you can’t try again until after the next time that creature attempts a save against the poison.
| Actions | 1 |
|---|---|
| Free Hands | |
| Skill | Medicine |
| Defense | |
| Tool | Healer's Tools |
| Sub-actions |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
|---|---|
| Trained | You must be trained in the relevant skill to use this. Having Untrained Improvisation is not sufficient. |
| Robust Recovery | Treat Poison | Increases bonus on success to +4 and promotes save. |
|---|---|---|
| Medicine | Treat Poison | |
| Wisdom | Medicine | Key ability for this skill. |
| Frightened | Wisdom | Reduces all checks and DCs. |
| Sickened | Wisdom | Reduces Wisdom by the condition value. |
| Mariner's Curse | Sickened | Can prevent recovering from sickened while curse persists. |
| Stupefied | Wisdom | Gives status penalty of condition value. |
You spend 10 minutes treating one injured living creature (targeting yourself, if you so choose).
The target is then temporarily immune to Treat Wounds actions for 1 hour, but this interval overlaps with the time you spent treating (so a patient can be treated once per hour, not once per 70 minutes). Continual Recovery reduces this to only 10 minutes.
The Medicine check DC is usually 15, though the GM might adjust it based on the circumstances, such as treating a patient outside in a storm, or treating magically cursed wounds.
If you’re an expert in Medicine, you can instead attempt a DC 20 check to increase the Hit Points regained by 10; if you’re a master of Medicine, you can instead attempt a DC 30 check to increase the Hit Points regained by 30; and if you’re legendary, you can instead attempt a DC 40 check to increase the Hit Points regained by 50. The damage dealt on a critical failure remains the same.
If you succeed at your check, you can continue treating the target to grant additional healing. If you treat them for a total of 1 hour, double the Hit Points they regain from Treat Wounds.
The result of your Medicine check determines how many Hit Points the target regains.
If you have Natural Medicine, you can use Nature instead of Medicine.
Battle Medicine can allow you to treat wounds in Encounter Mode.
If you have Ward Medic, you can treat several targets at the same time.
| Actions | |
|---|---|
| Free Hands | |
| Skill | Medicine |
| Defense | |
| Tool | Healer's Tools |
| Sub-actions |
| Exploration | This can only be used in Exploration Mode, not Encounter Mode (ie, not combat). |
|---|---|
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
| Battle Medicine | Treat Wounds | Can use this as a combat action 1/day. |
|---|---|---|
| Continual Recovery | Treat Wounds | Reduces immunity time to 10 minutes. |
| Natural Medicine | Treat Wounds | Can use Nature instead of Medicine. |
| Ward Medic | Treat Wounds | Allows treating 2/4/8 targets. |
| Medicine | Treat Wounds | |
| Wisdom | Medicine | Key ability for this skill. |
| Frightened | Wisdom | Reduces all checks and DCs. |
| Sickened | Wisdom | Reduces Wisdom by the condition value. |
| Mariner's Curse | Sickened | Can prevent recovering from sickened while curse persists. |
| Stupefied | Wisdom | Gives status penalty of condition value. |
Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement.
It is an Imprecise sense with a limited range (listed in the ability).
Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface.
Prerequisites Trained in Arcana, Nature, Occultism, or Religion.
You examine a magic item you normally couldn’t use in an effort to fool it and activate it temporarily. For example, this might allow a fighter to cast a spell from a wand or allow a wizard to cast a spell that’s not on the arcane list using a scroll.
You must know what activating the item does, or you can’t attempt to trick it.
Attempt a check using the skill matching the item’s magic tradition, or matching a tradition that has the spell on its list, if you’re trying to cast a spell from the item. The relevant skills are Arcana for arcane, Nature for primal, Occultism for occult, Religion for divine, or any of the four for an item that has the magical trait and not a tradition trait.
The GM determines the DC based on the item’s level (possibly adjusted depending on the item or situation).
If you activate a magic item that requires a spell attack roll or spell DC and you don’t have the ability to cast spells of the relevant tradition, use your level as your proficiency bonus and the highest of your Intelligence, Wisdom, or Charisma modifiers. If you’re a master in the appropriate skill for the item’s tradition, you instead use the trained proficiency bonus, and if you’re legendary, you instead use the expert proficiency bonus.
| Critical Success | |
|---|---|
| Success | For the rest of the current turn, you can spend actions to activate the item as if you could normally use it. |
| Failure | You can’t use the item or try to trick it again this turn, but you can try again on subsequent turns. |
| Critical Failure | You can’t use the item, and you can’t try to trick it again until your next daily preparations. |
| Actions | 1 |
|---|---|
| Free Hands | |
| Skill | |
| Defense | |
| Tool | |
| Sub-actions |
| Feat Type | Skill |
|---|---|
| Level | 1 |
| Skill | Arcana Nature Occultism Religion |
| Requirement | T |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
|---|
If a spell is meant to respond only to certain events or under certain conditions—such as magic mouth—it might require you to set a trigger. This is a simple sensory cue that causes the spell to activate.
The spell activates as a Reaction when the spell’s sensor observes something that fits its trigger. Depending on the spell, the trigger might be the presence of a type of creature, such as “red-haired dwarven women,” or it could be an observed action, such as “whenever someone enters the spell’s area.”
Disguises and illusions fool the spell as long as they appear to match its parameters.
For a spell to detect something visually, the spell’s origin point must have line of sight.
Darkness doesn’t prevent this, but invisibility does, as does a successful Stealth check to Hide (against the spell’s DC).
For auditory detection, line of sight isn’t necessary, though the sound must be audible at the spell’s origin point. A Stealth check to Sneak can fool the sensor.
Requirements You have at least one hand free. Your target can’t be more than one size larger than you unless you have Titan Wrestler, in which case it can be two or three sizes larger depending on your proficiency in Athletics.
You try to knock an opponent to the ground.
Attempt an Athletics check against the target’s Reflex DC.
| Critical Success | The target falls and lands Prone and takes 1d6 bludgeoning damage. |
|---|---|
| Success | The target falls and lands Prone. |
| Failure | |
| Critical Failure | You lose your balance and fall and land Prone. |
| Actions | 1 |
|---|---|
| Free Hands | 1 |
| Skill | Athletics |
| Defense | Reflex |
| Tool | |
| Sub-actions |
| Attack | This is affected by Multiple Attack Penalty. |
|---|
| Brutal Bully | Trip | Adds extra bludgeoning damage when raging. |
|---|---|---|
| Titan Wrestler | Trip | Can use on creatures 2-3 sizes larger. |
| Athletics | Trip | |
| Strength | Athletics | Key ability for this skill. |
| Enfeebled | Strength | Reduces Strength by the condition value. |
| Sickened | Strength | Reduces Strength by the condition value. |
| Mariner's Curse | Sickened | Can prevent recovering from sickened while curse persists. |
You can use this weapon to Trip with the Athletics skill even if you don’t have a free hand.
This uses the weapon’s reach (if different from your own) and adds the weapon’s item bonus to attack rolls as an item bonus to the Athletics check.
If you critically fail a check to Trip using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Prerequisites Greater Debilitating Bomb
Ever inventive, you have discovered increasingly devastating ways for your bombs to impede and hamper your foes.
When you use Debilitating Bomb, add the following to the list of effects you can choose from: Enfeebled 2, Stupefied 2, or a –15-foot status penalty to Speeds.
If you instead apply one of the effects listed in Debilitating Bomb, the target avoids the effect only if the result of its saving throw is a critical success.
| Feat Type | Class |
|---|---|
| Level | 14 |
| Class | Alchemist |
You Stride up to your Speed.
During this movement, you can try to move through the space of one enemy. Attempt an Acrobatics check against the enemy’s Reflex DC as soon as you try to enter its space. You can Tumble Through using Climb, Fly, Swim, or another action instead of Stride in the appropriate environment.
| Critical Success | |
|---|---|
| Success | You move through the enemy’s space, treating the squares in its space as Difficult Terrain (every 5 feet costs 10 feet of movement). If you don’t have enough Speed to move all the way through its space, you get the same effect as a failure. |
| Failure | Your movement ends, and you trigger reactions as if you had moved out of the square you started in. |
| Critical Failure |
| Actions | 1 |
|---|---|
| Free Hands | |
| Skill | Acrobatics |
| Defense | Reflex |
| Tool | |
| Sub-actions |
| Acrobatics | Tumble Through | |
|---|---|---|
| Dexterity | Acrobatics | Key ability for this skill. |
| Clumsy | Dexterity | Gives status penalty to Dexterity equal to condition value. |
| Frightened | Dexterity | Reduces all checks and DCs. |
| Sickened | Dexterity | Reduces Dexterity by the condition value. |
| Mariner's Curse | Sickened | Can prevent recovering from sickened while curse persists. |
Many things happen automatically at the start of your turn— it’s a common point for tracking the passage of time for effects that last multiple rounds.
At the start of each of your turns, take these steps in any order you choose:
The last step of starting your turn is always the same: Regain your 3 actions and 1 reaction.
If you haven’t spent your reaction from your last turn, you lose it—you can’t “save” actions or reactions from one turn to use during the next turn.
If a condition prevents you from being able to act, you don’t regain any actions or your reaction.
Some abilities or conditions (such as quickened and slowed) can change how many actions you regain and whether you regain your reaction.
If you lose actions and gain additional actions (such as if you’re both quickened and slowed), you choose which actions to lose.
If you're Petrified or Unconscious, you can't act.
If you're Quickened, you gain one extra action at the start of your turn. There may be restrictions on what this action can be used for.
If you're Stunned, for each action you would otherwise gain, reduce your Stunned value by 1 and do not gain that action. When your Stunned value reaches 0, gain actions as normal.
If you're Slowed, reduce the number of actions you gain by your slowed value. Do this after counting off actions lost to being stunned. In the turn when your Stunned value reaches 0, count any actions lost to being Stunned as also lost to being Slowed.
You can use actions in any order you wish during your turn, but you have to complete one action or activity before beginning another; for example, you can’t use a single action in the middle of performing a 2-action activity.
What actions you can use often depend on your class features, skills, feats, and items, but there are default actions anyone can use, described in Basic Actions.
Some effects might prevent you from acting. If you can’t act, you can’t use any actions, including reactions and free actions.
If you begin a 2-action or 3-action activity on your turn, you must be able to complete it on your turn. You can’t, for example, begin to High Jump using your final action on one turn and then complete it as your first action on your next turn.
Once you have spent all 3 of your actions, your turn ends (as described in Step 3) and the next creature’s turn begins.
You can, however, use only some of your actions and end your turn early. As soon as your turn ends, you lose all your remaining actions, but not your reaction or your ability to use free actions.
If you're Confused, then you use all of your actions to attack random targets.
If you're Fleeing, then you use all your actions to run away from what you're fleeing from.
If you're Controlled, then you controller chooses how you act.
If you're Paralyzed, you can't take any actions other than mental ones.
Once you’ve done all the things you want to do with the actions you have available, you reach the end of your turn.
Take the following steps in any order you choose. Play then proceeds to the next creature in the initiative order.
The following things have effects at the start of the user's next turn after they are used:
| Parry | Circumstance bonus to AC wears off. |
|---|---|
| Quick Alchemy | Created items lose their potency. |
| Raise a Shield | Circumstance bonus to AC wears off. |
The following things have effects at the start of the target's next turn after they are used:
| Blindness | Wears off if the target's save was a success. |
|---|---|
| Cloak of Colors | Blinding or Stunning from the hit effect ends. |
| Cloudkill | Creatures in the cloud take poison damage. |
| Nature's Enmity | Target in area must check for swarming insects. |
| Possession (Spell) | May need to make a Will save to resist possession. |
The following things have effects at the end of the user's current turn:
| Backswing | Circumstance bonuses wear off. |
|---|---|
| Blink | User vanishes and reappears 10' away in a random direction. |
| Create a Diversion | Distraction wears off without Lengthy Diversion. |
| Feint | Target's flat-footed status ends on a regular success. |
| Moment of Clarity | Ability to use non-rage Concentrate action ends. |
| Trick Magic Item | An item is no longer tricked, or can be tricked again. |
The following things have effects at the end of the user's next turn:
| Color Spray | Short-term conditions end. |
|---|---|
| Crisis of Faith | Target's stupefaction and blocked casting wear off. |
| Debilitating Bomb | Effects of Debilitating Bomb on target wear off. |
| Enduring Alchemy | Created items lose their potency. |
| Feint | Target's flat-footed status ends on a critical success. |
| Grapple | A target stops being grabbed or restrained if the grab was not maintained. |
| Guidance | Effect wears off. |
| Gust of Wind | Effect ends. |
| Sustain a Spell | Sustained spells end if not re-sustained. |
The following things have effects at the end of their target's current turn:
| Blade Barrier | The wall inflicts damage on a creature within it. |
|---|---|
| Cloak of Colors | Immunity to the hit effect ends. |
| Confusion | May be able to attempt a new save to end confusion. |
| Frightened | By default, the Frightened condition decreases by 1. |
| Hypnotic Pattern | Must Will save if inside the pattern. |
The following things have effects at the end of their target's next turn:
| Command | Effect wears off. |
|---|---|
| Command an Animal | The animal stops following commands. |
| Flesh to Stone | A target turning into stone must save to see if they continue. |
| Message | Opportunity to respond to the message ends. |
| Paralyze | Target that fumbled can save to shorten paralysis. |
These weapons are used as a pair, complementing each other.
When you attack with a twin weapon, you add a circumstance bonus to the damage roll equal to the weapon’s number of damage dice if you have previously attacked with a different weapon of the same type this turn.
The weapons must be of the same type to benefit from this trait, but they don’t need to have the same Runes.
This weapon can be wielded with two hands.
Doing so changes its weapon damage die to the indicated value.
This change applies to all the weapon’s damage dice, such as those from Striking runes.
An unarmed attack uses your body rather than a manufactured weapon.
An unarmed attack isn’t a weapon, though it’s categorized with weapons for weapon groups, and it might have weapon traits.
Since it’s part of your body, an unarmed attack can’t be Disarmed.
It also doesn’t take up a hand, though a fist or other grasping appendage follows the same rules as a Free-Hand weapon. (You can’t attack with a free-hand weapon if you’re wielding anything in that hand or otherwise using that hand.)
Prerequisite Far Lobber.
You lob bombs unerringly, despite obstructions or distance.
When you throw an alchemical item with the trait, its Range Increment increases to 60 feet, you reduce any circumstance bonus to the target’s AC from cover by 1, and you automatically succeed at the flat check when targeting a Concealed creature.
| Feat Type | Class |
|---|---|
| Level | 12 |
| Class | Alchemist |
You’re sleeping, or you’ve been knocked out.
You can’t act.
You take a –4 status penalty to AC, Perception, and Reflex saves, and you have the Blinded and Flat-Footed conditions.
When you gain this condition, you fall Prone and drop items you are wielding or holding unless the effect states otherwise or the GM determines you’re in a position in which you wouldn’t.
If you’re unconscious because you’re Dying, you can’t wake up while you have 0 Hit Points. If you are restored to 1 Hit Point or more via healing, you lose the dying and unconscious conditions and can act normally on your next turn.
If you are unconscious and at 0 Hit Points, but not dying, you naturally return to 1 Hit Point and awaken after sufficient time passes. The GM determines how long you remain unconscious, from a minimum of 10 minutes to several hours. If you receive healing during this time,you lose the unconscious condition and can act normally on your next turn.
If you’re unconscious and have more than 1 Hit Point (typically because you are asleep or unconscious due to an effect), you wake up in one of the following ways. Each causes you to lose the unconscious condition.
You lose all Cover when you are knocked Unconscious.
| Suffocating | Unconscious | You can't recover from being unconscious due to suffocation without air. |
|---|
Prerequisites Trained in Athletics.
You’ve learned to fight underwater.
You are not Flat-Footed while in water.
You don’t take the usual penalties for using a Bludgeoning or Slashing melee weapon in water.
| Feat Type | Skill |
|---|---|
| Level | 1 |
| Skill | Athletics |
| Requirement | T |
If a creature is Undetected, you don’t know what space it occupies, you’re Flat-Footed to it, and you can’t easily target it.
Using the Seek basic action can help you find an undetected creature, usually making it Hidden from you instead of undetected.
If a creature is undetected, that doesn’t necessarily mean you’re unaware of its presence—you might suspect an undetected creature is in the room with you, even though you’re unable to find its space. The Unnoticed condition covers creatures you’re entirely unaware of.
Targeting an undetected creature is difficult. If you suspect there’s a creature around, you can pick a square and attempt an attack. This works like targeting a hidden creature, but the flat check (against DC 11) and attack roll are both rolled in secret by the GM. The GM won’t tell you why you missed—whether it was due to failing the flat check, rolling an insufficient attack roll, or choosing the wrong square.
The GM might allow you to try targeting an undetected creature with some spells or other abilities in a similar fashion. Undetected creatures are subject to area effects normally.
For instance, suppose an enemy elf wizard cast Invisibility and then Sneaked away. You suspect that with the elf’s Speed of 30 feet, they probably moved 15 feet toward an open door. You move up and attack a space 15 feet from where the elf started and directly on the path to the door. The GM secretly rolls an attack roll and flat check, but they know that you were not quite correct— the elf was actually in the adjacent space! The GM tells you that you missed, so you decide to make your next attack on the adjacent space, just in case. This time, it’s the right space, and the GM’s secret attack roll and flat check both succeed, so you hit!
You are Undetected to everyone when Invisible.
| Foresight | Undetected | Prevents flat-footed when undetected. |
|---|
Uneven ground is an area unsteady enough that you need to Balance or risk falling Prone and possibly injuring yourself, depending on the specifics of the uneven ground.
You are Flat-Footed on uneven ground.
Each time you are hit by an attack or fail a save on uneven ground, you must succeed at a Reflex save (with the same DC as the Acrobatics check to Balance) or fall prone.
| Steady Balance | Uneven Ground | Makes you not flat-footed on uneven ground. |
|---|
This condition reflects a creature’s disposition toward a particular character, and it affects only creatures that are not player characters.
A creature that is unfriendly to a character dislikes and specifically distrusts that character.
The unfriendly creature won’t accept Requests from the character.
Prerequisites Legendary in Arcana.
You’ve started to make a meaningful connection about the common underpinnings of the four traditions of magic and magical essences, allowing you to understand them all through an arcane lens.
Whenever you use an action or a skill feat that requires a Nature, Occultism, or Religion check, depending on the magic tradition, you can use Arcana instead.
If you would normally take a penalty or have a higher DC for using Arcana on other magic (such as when using Identify Magic), you no longer do so.
| Feat Type | Skill |
|---|---|
| Level | 15 |
| Skill | Arcana |
| Requirement | L |
Prerequisites Expert in Lore.
You never get information about your areas of expertise wrong.
When you Recall Knowledge using any Lore subcategory in which you’re trained, if you roll a critical failure, you get a failure instead.
If you’re a master in a Lore subcategory, on a critical success, you gain even more information or context than usual.
| Feat Type | Skill |
|---|---|
| Level | 2 |
| Skill | Lore |
| Requirement | E |
If you are unnoticed by a creature, that creature has no idea you are present at all.
When you’re unnoticed, you’re also Undetected by the creature.
This condition matters for abilities that can be used only against targets totally unaware of your presence.
You’ve learned how to handle situations when you’re out of your depth.
Your proficiency bonus to untrained skill checks is equal to half your level instead of +0.
If you’re 7th level or higher, the bonus increases to your full level instead.
This doesn’t allow you to use the skill’s trained actions.
| Feat Type | General |
|---|---|
| Level | 3 |
A character also has many vague senses—ones that can alert you that something is there but aren’t useful for zeroing in on it to determine exactly what it is.
The most useful of these for a typical character is the sense of smell (Scent).
At best, a vague sense can be used to detect the presence of an Unnoticed creature, making it Undetected.
Even then, the vague sense isn’t sufficient to make the creature Hidden or Observed.
A verbal component is a vocalization of words of power.
You must speak them in a strong voice, so it’s hard to conceal that you’re Casting a Spell.
The spell gains the Concentrate trait.
You must be able to speak to provide this component.
The target does not have to be able to understand or hear you.
If you’re a Bard Casting a Spell from the Occult tradition while holding a musical instrument, you can play that instrument to replace any material, somatic, or verbal components the spell requires by using the instrument as a Focus component instead. Cast a Spell gains the Auditory trait if you make this substitution. Unlike the normal rules for a focus component, you can’t retrieve or stow the instrument when making this substitution.
A versatile weapon can be used to deal a different type of damage than that listed in the Damage entry. This trait indicates the alternate damage type.
For instance, a piercing weapon that is versatile S can be used to deal piercing or slashing damage. You choose the damage type each time you make an attack.
Prerequisites Trained in Performance.
You have exceptional talent with one type of performance.
You gain a +1 circumstance bonus when making a certain type of performance. If you are a master in Performance, this bonus increases to +2.
Select one of the following specialties and apply the bonus when attempting Performance checks of that type. If it’s unclear whether the specialty applies, the GM decides.
| Specialty | Examples |
|---|---|
| Acting | Drama, pantomime, puppetry |
| Comedy | Buffoonery, joke telling, limericks |
| Dance | Ballet, huara, jig, macru |
| Keyboards | Harpsichord, organ, piano |
| Oratory | Epic, ode, poetry, storytelling |
| Percussion | Chimes, drum, gong, xylophone |
| Singing | Ballad, chant, melody, rhyming |
| Strings | Fiddle, harp, lute, viol |
| Winds | Bagpipe, flute, recorder, trumpet |
| Feat Type | Skill |
|---|---|
| Level | 1 |
| Skill | Performance |
| Requirement | T |
A visual spell can affect only creatures that can see it.
Being Blinded gives immunity to Visual effects.
You can Avert Gaze to increase saves against Visual effects.
This ranged weapon is less effective at close distances.
Your attacks against targets that are at a distance within the range listed take a –2 penalty.
Spells that create walls list the depth, length, and height of the wall, also specifying how it can be positioned.
Some walls can be shaped; you can manipulate the wall into a form other than a straight line, choosing its contiguous path square by square.
The path of a shaped wall can’t enter the same space more than once, but it can double back so one section is adjacent to another section of the wall.
Prerequisites Master in Athletics.
You can use your momentum from a jump to propel yourself off a wall.
If you’re adjacent to a wall at the end of a jump (whether performing a High Jump, Long Jump, or Leap), you don’t fall as long as your next action is another jump.
Furthermore, since your previous jump gives you momentum, you can use High Jump or Long Jump as a single action, but you don’t get to Stride as part of the activity.
You can use Wall Jump only once in a turn, unless you’re legendary in Athletics, in which case you can use Wall Jump as many times as you can use consecutive jump actions in that turn.
| Feat Type | Skill |
|---|---|
| Level | 7 |
| Skill | Athletics |
| Requirement | M |
Prerequisites Expert in Medicine.
You’ve studied in large medical wards, treating several patients at once and tending to all their needs.
When you use Treat Disease or Treat Wounds, you can treat up to two targets. If you’re a master in Medicine, you can treat up to four targets, and if you’re legendary, you can treat up to eight targets.
| Feat Type | Skill |
|---|---|
| Level | 2 |
| Skill | Medicine |
| Requirement | E |
Prerequisites Expert in Thievery.
If you trigger a device or set off a trap while disarming it, you gain a +2 circumstance bonus to your AC or saving throw against the device or trap.
This applies only to attacks or effects triggered by your failed attempt, not to any later ones, such as additional attacks from a complex trap.
| Feat Type | Skill |
|---|---|
| Level | 2 |
| Skill | Thievery |
| Requirement | E |
This sense allows a monster to feel vibrations caused by movement through a liquid.
It’s an Imprecise sense with a limited range (listed in the ability).
Wavesense functions only if monster and the subject are in the same body of liquid, and only if the subject is moving through the liquid.
You become trained in all simple weapons.
If you were already trained in all Simple weapons, you become trained in all Martial weapons.
If you were already trained in all Martial weapons, you become trained in one Advanced weapon of your choice.
You can select this feat more than once. Each time you do, you become trained in additional weapons as appropriate, following the above progression.
| Feat Type | General |
|---|---|
| Level | 1 |
You manipulate the energy of your spell, causing it to affect a wider area.
If the next action you use is to Cast a Spell that has an area of a burst, cone, or line and does not have a duration, increase the area of that spell.
Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet (a burst with a smaller radius is not affected).
Add 5 feet to the length of a cone or line that is normally 15 feet long or smaller, and add 10 feet to the length of a larger cone or line.
| Actions | 1 |
|---|---|
| Free Hands | |
| Skill | |
| Defense | |
| Tool | |
| Sub-actions |
| Feat Type | Class |
|---|---|
| Level | 1 |
| Class | Wizard |
| Manipulate | This may provoke Attack of Opportunity and other reactions. |
|---|---|
| Metamagic | You must use this immediately before casting a spell. |
A Will save is used to avoid being tricked, being afraid, or other mental effects.
Will is governed by Wisdom.
Being Stupefied, Fatigued, Sickened or Frightened reduces your Will rolls.
This is used to defend against:
And to save against these spells:
| Breath Control | Will | Gives +1 circumstance and promotion to saves against inhaled threats. |
|---|---|---|
| Divine Aura | Will | Gives +1/+2 status. |
| Divine Vessel | Will | Gives +1 status bonus against spells. |
| Fatigued | Will | Gives -1 status to saves. |
| Forbidding Ward | Will | Gives +1/+2 status against a specific enemy. |
| Mage Armor | Will | Gives +1/+2/+3 item bonus. |
| Mind Blank | Will | Gives +4 status vs mental effects. |
| Phantom Steed | Will | Phantom Steeds fail all saves. |
| Poison Resistance | Will | Gives +1 status vs poisons. |
| Wisdom | Will | Key ability for this save. |
| Frightened | Wisdom | Reduces all checks and DCs. |
| Sickened | Wisdom | Reduces Wisdom by the condition value. |
| Mariner's Curse | Sickened | Can prevent recovering from sickened while curse persists. |
| Stupefied | Wisdom | Gives status penalty of condition value. |
Some spells restrict you to willing targets.
A player can declare their character a willing or unwilling target at any time, regardless of turn order or their character’s condition (such as when a character is paralyzed, unconscious, or even dead).
Wisdom measures your character’s common sense, awareness, and intuition.
Your Wisdom modifier is added to your Perception and Will saving throws.
Wisdom governs Medicine, Nature, Religion and Survival.
Being Stupefied, Sickened or Frightened reduces your Wisdom rolls.
| Frightened | Wisdom | Reduces all checks and DCs. |
|---|---|---|
| Sickened | Wisdom | Reduces Wisdom by the condition value. |
| Mariner's Curse | Sickened | Can prevent recovering from sickened while curse persists. |
| Stupefied | Wisdom | Gives status penalty of condition value. |
You have been seriously injured.
If you lose the Dying condition and do not already have the wounded condition, you become wounded 1.
If you already have the wounded condition when you lose the dying condition, your wounded condition value increases by 1.
You don't gain or increase the Wounded condition if you lost the Dying condition by spending Hero Points.
If you gain the dying condition while wounded, increase your dying condition value by your wounded value.
The wounded condition ends if someone successfully restores Hit Points to you with Treat Wounds, or if you are restored to full Hit Points and rest for 10 minutes.
A creature with Ferocity becomes Wounded when it uses Ferocity to avoid being knocked out.